Age | Commit message (Collapse) | Author |
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This is caused by the TAA being reset after the init phase, leading to
1 sample being kept as valid when it is clearly not.
To fix this, we run the lookdev validation before TAA init.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D9452
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Ref T76372.
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This was due to improper calculation of velocity factor and an
error in the camera data swapping between two steps.
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Follow our code style for doxygen sections.
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This was happening because the raytrace was not even being performed
due to the tracing line being too small after frustum clipping.
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The degenerate line workaround was ill defined.
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This patch helps the case of intricate reflections where the
ray does not travel far before intersecting the geometry.
In these cases there could be false negative exclusion of the ray
caused by the backface rejection threshold.
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The artifact manifested as lines of different values caused by faillure to
trace the depth buffer correctly.
Adding a ad-hoc value to the step size to mitigate the issue.
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This patch fix most self intersection comming from reflection rays.
We regenerate the ray if it goes below the shading normal (should be the
geometric normal but we have no access to it here).
Also add the same precision based bias we use for contact shadows.
This fix T81105 Eevee SSR quality regression in 2.91 alpha
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Some issues happened because the lod can become negative in some cases.
Also avoid sampling LOD with interpolation (floor).
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Corrects incorrect usages of the word 'loose' when 'lose' was required.
Differential Revision: https://developer.blender.org/D9243
Reviewed by Campbell Barton
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Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required.
Differential Revision: https://developer.blender.org/D9250
Reviewed by Campbell Barton
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This was a regression introduced on 68651534c263.
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From the GLSL documentation: `Results are undefined if edge0 ≥ edge1.`
This is the case without this patch.
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This makes it easier to generate motion trail effect with EEVEE.
This just mimics the cycles option as described here:
https://docs.blender.org/manual/en/latest/render/cycles/render_settings/motion_blur.html
This fix T80070
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This is a simple fix that just make it work like cycles. The initial time
was missing the subframe offset.
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Regular rendering uses a custom blend mode, but render passes renders to
2 separate textures. This wasn't configured correctly inside the
fragment shaders. This patch adds a switch to configure the fragment
shader with the correct attachments.
Backport to Blender 2.83.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9038
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Issue introduced by 68651534c263 due to an incorrect merge/rebase
It was resetting the AO buffer every time the time step happened.
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Following the most widely used convention for including todo's in
the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
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Based on http://jcgt.org/published/0008/01/03/
This is a simple trick that does *not* have a huge performance impact but
does work pretty well. It just modifies the Fresnel term to account for
the multibounce energy loss (coloration).
However this makes the shader variations count double. To avoid this we
use a uniform and pass the multiscatter use flag inside the sign of f90.
This is a bit hacky but avoids many code duplication.
This uses the simplification proposed by McAuley in
A Journey Through Implementing Multiscattering BRDFs and Area Lights
This does not handle area light differently than the IBL case but that's
already an issue in current implementation.
This is related to T68460.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8912
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This adds an option for the HDRI rotation to follow the view rotation.
When this option is enabled, this allows EEVEE materials to be used as
matcaps for sculpting and painting.
This has an extra performance cost when orbiting around the model as the
lookdev cache needs to be recalculated, but in my test it is barely
noticeable.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D8566
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Incorrect code folding in recent commit
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This wraps the functionality used to speedup EEVEE volumetrics.
This touches the rendering code of EEVEE as it should fix a mis-usage of
the GL barrier. The barrier changed type and location, removing an
unused barrier.
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This prevents Blender from crashing when switching
to rendered view and the grid_data is NULL in the
lightcache (due to possible corruption), by switching
to the fallback lightcache. The fix extends the solution
for possible corruption in the cube_data as well.
Fix T79737
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D8835
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This was left from a previous refactor.
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This makes more sense as this module has more to it than just
GL extensions.
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This is to remove an explicit opengl dependence to GPU_extension.
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This will add the remaining static shaders to the eevee shader test suite.
- Downsampling
- GGX LUT generation
- Mist
- Motion Blur
- Ambient Occlusion
- Render Passes
- Screen Raytracing
- Shadows
- Subsurface
- Volumes
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8779
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This is just a cleanup to isolate the internals of the vertbuf.
This adds some getters to avoid refactor of existing code.
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This is to modernize the API:
- Add meaningful name to all textures (except DRW textures).
- Remove unused err_out argument: only used for offscreen python.
- Add mipmap count to creation functions for future changes.
- Clarify the data usage in creation functions.
This is a cleanup commit, there is no functional change.
# Conflicts:
# source/blender/gpu/GPU_texture.h
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Use creation + update function instead.
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No functional changes
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Improved fix that handles the distinct cases of missing grids and zero
size grids.
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The handling of missing volume grids for the principled volume shader was
incomplete, different inputs need different default values.
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This patch moves the EEVEE depth of field shaders to eevee_shaders.c and
adds them to the eevee shaders test suite.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8771
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This is undefined behavior on certain system.
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- moved to eevee_shaders
- added to test suite
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8763
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