Fix T60902 Eevee: Environment texture partially visible on transp. render

This was due to environement not being rendered with alpha blending. So
color was still written and contributed to the final render color. Now
we multiply by background alpha so that it removes any background pixels
intensity.

For this reason this made the (incorrect) final premult unecessary.
This commit is contained in:
Clément Foucault 2019-03-12 22:02:20 +01:00
parent f16bdf1075
commit 41cb565880
Notes: blender-bot 2023-11-20 12:14:32 +01:00
Referenced by issue #63005, EEVEE: Reflection probe breaks transparent background
Referenced by issue #62511, Blender 2.79 vs 2.8 - Selection is significantly slower in production scenes
Referenced by issue #62512, Blender 2.79 vs 2.8 - Changing between solid and wireframe mode is slower
Referenced by issue #60902, Eevee - Environment texture partially visible on transparent render
Referenced by issue #60767, Freestyle rendering in Eevee has a grey outline.
7 changed files with 13 additions and 14 deletions

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@ -314,7 +314,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
const float *col = G_draw.block.colorBackground;
/* LookDev */
EEVEE_lookdev_cache_init(vedata, &grp, psl->probe_background, wo, pinfo);
EEVEE_lookdev_cache_init(vedata, &grp, psl->probe_background, 1.0f, wo, pinfo);
/* END */
if (!grp && wo) {
col = &wo->horr;
@ -328,7 +328,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
switch (status) {
case GPU_MAT_SUCCESS:
grp = DRW_shgroup_material_create(gpumat, psl->probe_background);
DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", 1.0f);
/* TODO (fclem): remove those (need to clean the GLSL files). */
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
@ -349,7 +349,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
if (grp == NULL) {
grp = DRW_shgroup_create(EEVEE_shaders_probe_default_sh_get(), psl->probe_background);
DRW_shgroup_uniform_vec3(grp, "color", col, 1);
DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", 1.0f);
DRW_shgroup_call_add(grp, geom, NULL);
}
}
@ -892,6 +892,8 @@ static void lightbake_render_scene_reflected(int layer, EEVEE_BakeRenderData *us
GPU_framebuffer_bind(fbl->planarref_fb);
GPU_framebuffer_clear_depth(fbl->planarref_fb, 1.0);
vedata->stl->g_data->background_alpha = 1.0f;
/* Slight modification: we handle refraction as normal
* shading and don't do SSRefraction. */

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@ -52,6 +52,7 @@ static void eevee_lookdev_lightcache_delete(EEVEE_Data *vedata)
void EEVEE_lookdev_cache_init(
EEVEE_Data *vedata, DRWShadingGroup **grp, DRWPass *pass,
float background_alpha,
World *UNUSED(world), EEVEE_LightProbesInfo *pinfo)
{
EEVEE_StorageList *stl = vedata->stl;
@ -114,7 +115,7 @@ void EEVEE_lookdev_cache_init(
*grp = DRW_shgroup_create(shader, pass);
axis_angle_to_mat3_single(stl->g_data->studiolight_matrix, 'Z', v3d->shading.studiolight_rot_z);
DRW_shgroup_uniform_mat3(*grp, "StudioLightMatrix", stl->g_data->studiolight_matrix);
DRW_shgroup_uniform_float(*grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
DRW_shgroup_uniform_float_copy(*grp, "backgroundAlpha", background_alpha);
DRW_shgroup_uniform_vec3(*grp, "color", background_color, 1);
DRW_shgroup_call_add(*grp, geom, NULL);
if (!pinfo) {

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@ -967,7 +967,7 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
const float *col = G_draw.block.colorBackground;
/* LookDev */
EEVEE_lookdev_cache_init(vedata, &grp, psl->background_pass, wo, NULL);
EEVEE_lookdev_cache_init(vedata, &grp, psl->background_pass, stl->g_data->background_alpha, wo, NULL);
/* END */
if (!grp && wo) {

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@ -1001,7 +1001,9 @@ void EEVEE_render_draw(EEVEE_Data *vedata, struct RenderEngine *engine, struct R
void EEVEE_render_update_passes(struct RenderEngine *engine, struct Scene *scene, struct ViewLayer *view_layer);
/** eevee_lookdev.c */
void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, DRWShadingGroup **grp, DRWPass *pass, struct World *world, EEVEE_LightProbesInfo *pinfo);
void EEVEE_lookdev_cache_init(
EEVEE_Data *vedata, DRWShadingGroup **grp, DRWPass *pass, float background_alpha,
struct World *world, EEVEE_LightProbesInfo *pinfo);
void EEVEE_lookdev_draw_background(EEVEE_Data *vedata);
/** eevee_engine.c */

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@ -210,12 +210,6 @@ static void eevee_render_result_combined(
vedata->stl->g_data->overscan_pixels + rect->ymin,
BLI_rcti_size_x(rect), BLI_rcti_size_y(rect),
4, 0, rp->rect);
/* Premult alpha */
int pixels_len = BLI_rcti_size_x(rect) * BLI_rcti_size_y(rect);
for (int i = 0; i < pixels_len * 4; i += 4) {
mul_v3_fl(rp->rect + i, rp->rect[i + 3]);
}
}
static void eevee_render_result_subsurface(

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@ -58,5 +58,5 @@ void main() {
background_color = color;
#endif
FragColor = vec4(clamp(background_color, vec3(0.0), vec3(1e10)), backgroundAlpha);
FragColor = vec4(clamp(background_color, vec3(0.0), vec3(1e10)), 1.0) * backgroundAlpha;
}

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@ -3070,7 +3070,7 @@ uniform float backgroundAlpha;
void node_output_world(Closure surface, Closure volume, out Closure result)
{
#ifndef VOLUMETRICS
result.radiance = surface.radiance;
result.radiance = surface.radiance * backgroundAlpha;
result.opacity = backgroundAlpha;
#else
result = volume;