EEVEE: Add ensure_valid_reflection to glossy closures
This is ported from Cycles and fixes issues with bump/normal mapping giving weird reflections/lighting. Fixes T81070 Specular light should be limited to normal pointing toward the camera Fixes T78501 Normal mapping making specular artifact
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Notes:
blender-bot
2023-06-02 09:42:00 +02:00
Referenced by issue #89320, Smooth Shading renders semi abrupt triangles Referenced by issue #88400, normal edit modifier make weird specular in 2.93.0 beta Referenced by issue #88368, Regression: broken normal shading, sharp edges appear on smooth surfaces. Referenced by issue #88170, Extreme Normal editing causes flat shading Referenced by issue #81070, Eevee: Specular Light: The sepecular light contribution should be limited to samples with a normal pointing toward the camera Referenced by issue #78501, EEVEE: Normal mapping making specular artifact Referenced by issue #108334, Normal map node worked is not correct
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@ -135,6 +135,60 @@ void accumulate_light(vec3 light, float fac, inout vec4 accum)
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accum += vec4(light, 1.0) * min(fac, (1.0 - accum.a));
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}
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/* Same thing as Cycles without the comments to make it shorter. */
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vec3 ensure_valid_reflection(vec3 Ng, vec3 I, vec3 N)
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{
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vec3 R = -reflect(I, N);
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/* Reflection rays may always be at least as shallow as the incoming ray. */
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float threshold = min(0.9 * dot(Ng, I), 0.025);
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if (dot(Ng, R) >= threshold) {
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return N;
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}
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float NdotNg = dot(N, Ng);
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vec3 X = normalize(N - NdotNg * Ng);
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float Ix = dot(I, X), Iz = dot(I, Ng);
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float Ix2 = sqr(Ix), Iz2 = sqr(Iz);
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float a = Ix2 + Iz2;
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float b = sqrt(Ix2 * (a - sqr(threshold)));
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float c = Iz * threshold + a;
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float fac = 0.5 / a;
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float N1_z2 = fac * (b + c), N2_z2 = fac * (-b + c);
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bool valid1 = (N1_z2 > 1e-5) && (N1_z2 <= (1.0 + 1e-5));
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bool valid2 = (N2_z2 > 1e-5) && (N2_z2 <= (1.0 + 1e-5));
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vec2 N_new;
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if (valid1 && valid2) {
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/* If both are possible, do the expensive reflection-based check. */
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vec2 N1 = vec2(sqrt(1.0 - N1_z2), sqrt(N1_z2));
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vec2 N2 = vec2(sqrt(1.0 - N2_z2), sqrt(N2_z2));
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float R1 = 2.0 * (N1.x * Ix + N1.y * Iz) * N1.y - Iz;
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float R2 = 2.0 * (N2.x * Ix + N2.y * Iz) * N2.y - Iz;
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valid1 = (R1 >= 1e-5);
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valid2 = (R2 >= 1e-5);
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if (valid1 && valid2) {
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N_new = (R1 < R2) ? N1 : N2;
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}
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else {
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N_new = (R1 > R2) ? N1 : N2;
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}
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}
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else if (valid1 || valid2) {
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float Nz2 = valid1 ? N1_z2 : N2_z2;
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N_new = vec2(sqrt(1.0 - Nz2), sqrt(Nz2));
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}
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else {
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return Ng;
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}
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return N_new.x * X + N_new.y * Ng;
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}
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/* ----------- Cone angle Approximation --------- */
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/* Return a fitted cone angle given the input roughness */
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@ -3,6 +3,7 @@
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#pragma BLENDER_REQUIRE(lights_lib.glsl)
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#pragma BLENDER_REQUIRE(lightprobe_lib.glsl)
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#pragma BLENDER_REQUIRE(ambient_occlusion_lib.glsl)
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#pragma BLENDER_REQUIRE(bsdf_common_lib.glsl)
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struct ClosureInputGlossy {
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vec3 N; /** Shading normal. */
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@ -39,6 +40,10 @@ ClosureEvalGlossy closure_Glossy_eval_init(inout ClosureInputGlossy cl_in,
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cl_in.roughness = clamp(cl_in.roughness, 1e-8, 0.9999);
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cl_out.radiance = vec3(0.0);
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#ifndef STEP_RESOLVE /* SSR */
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cl_in.N = ensure_valid_reflection(cl_common.Ng, cl_common.V, cl_in.N);
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#endif
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float NV = dot(cl_in.N, cl_common.V);
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vec2 lut_uv = lut_coords(NV, cl_in.roughness);
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