From bbc5e26051996a3e21dabec70a76f2520d6a1e70 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Fri, 12 Mar 2021 21:42:00 +0100 Subject: EEVEE: ScreenSpaceReflections: Jitter starting texel This make sure the rays are generated randomly from a fullres texel center. This creates more noise but increase the convergence when doing half res tracing. --- source/blender/draw/engines/eevee/eevee_screen_raytrace.c | 6 ++++++ .../eevee/shaders/effect_reflection_trace_frag.glsl | 14 ++++++++++++-- 2 files changed, 18 insertions(+), 2 deletions(-) (limited to 'source/blender/draw/engines/eevee') diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c index c49f9ccc48c..75219b88e78 100644 --- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c +++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c @@ -130,6 +130,9 @@ void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *v struct GPUShader *trace_shader = EEVEE_shaders_effect_reflection_trace_sh_get(); struct GPUShader *resolve_shader = EEVEE_shaders_effect_reflection_resolve_sh_get(); + int hitbuf_size[3]; + GPU_texture_get_mipmap_size(effects->ssr_hit_output, 0, hitbuf_size); + /** Screen space raytracing overview * * Following Frostbite stochastic SSR. @@ -155,6 +158,9 @@ void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *v DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined); + DRW_shgroup_uniform_vec2_copy(grp, "targetSize", (float[2]){hitbuf_size[0], hitbuf_size[1]}); + DRW_shgroup_uniform_float_copy( + grp, "randomScale", effects->reflection_trace_full ? 0.0f : 0.5f); DRW_shgroup_call_procedural_triangles(grp, NULL, 1); eGPUSamplerState no_filter = GPU_SAMPLER_DEFAULT; diff --git a/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl index f30b7789043..b88a106e897 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl @@ -19,6 +19,8 @@ uniform sampler2D normalBuffer; uniform sampler2D specroughBuffer; +uniform vec2 targetSize; +uniform float randomScale; in vec4 uvcoordsvar; @@ -27,7 +29,16 @@ layout(location = 1) out float hitDepth; void main() { - vec2 uvs = uvcoordsvar.xy; + vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy); + /* Decorrelate from AA. */ + /* TODO(fclem) we should use a more general approach for more random number dimensions. */ + vec2 random_px = floor(fract(rand.xy * 2.2074408460575947536) * 1.99999) - 0.5; + rand.xy = fract(rand.xy * 3.2471795724474602596); + + /* Randomly choose the pixel to start the ray from when tracing at lower resolution. + * This method also make sure we always start from the center of a fullres texel. */ + vec2 uvs = (gl_FragCoord.xy + random_px * randomScale) / (targetSize * ssrUvScale); + float depth = textureLod(maxzBuffer, uvs * hizUvScale.xy, 0.0).r; HitData data; @@ -88,7 +99,6 @@ void main() } } - vec4 rand = texelfetch_noise_tex(vec2(gl_FragCoord.xy)); /* Gives *perfect* reflection for very small roughness */ if (roughness < 0.04) { rand.xzw *= 0.0; -- cgit v1.2.3