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2021-06-24Cleanup: comment blocks, trailing space in commentsCampbell Barton
2021-03-10EEVEE: GGX: Use distribution of visible normal for samplingClément Foucault
This changes the sampling routine to use the method described in "A Simpler and Exact Sampling Routine for the GGXDistribution of Visible Normals" by Eric Heitz. http://jcgt.org/published/0007/04/01/slides.pdf This avoids generating bad rays and thus improve noise level in screen- space reflections / refraction.
2021-02-13EEVEE: Update LUT GGX generation shaderClément Foucault
This modifies the principled BSDF and the Glass BSDF which now have better fit to multiscatter GGX. Code to generate the LUT have been updated and can run at runtime. The refraction LUT has been changed to have the critical angle always centered around one pixel so that interpolation can be mitigated. Offline LUT data will be updated in another commit This simplify the BTDF retreival removing the manual clean cut at low roughness. This maximize the precision of the LUT by scalling the sides by the critical angle. I also touched the ior > 1.0 approximation to be smoother. Also incluse some cleanup of bsdf_sampling.glsl
2020-07-30EEVEE: GLSL refactor/cleanupClément Foucault
- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code complexity and duplication. - split bsdf_common_lib.glsl into multiple sub library which are now shared with other engines. - the surface shader code is now more organised and have its own files. - change default world to use a material nodetree and make lookdev shader more clear. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D8306
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
2018-04-22Cleanup: trailing spacesCampbell Barton
Applied to newly added files in 2.8
2017-08-10Eevee: LUT generation.Clément Foucault
We generate a 3D lut to precompute the btdf intensity. I decided to use a 64*64*16 (N dot V, ior, roughness) because the btdf varies less with roughness than with IOR. We also remap the ior to better use the space in the LUT.