EEVEE: Screen Space Raytrace: Fix unreported banding artifacts
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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blender-bot
2023-02-14 08:40:26 +01:00
Referenced by issue #81105, Eevee SSR quality regression in 2.91 alpha
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@ -173,7 +173,8 @@ vec3 raycast(int index,
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float iter;
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for (iter = 1.0; !hit && (ray_time < max_time) && (iter < MAX_STEP); iter++) {
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/* Minimum stride of 2 because we are using half res minmax zbuffer. */
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float stride = max(1.0, iter * trace_quality) * 2.0;
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/* WORKAROUND: Factor is a bit higher than 2 to avoid some banding. To investigate. */
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float stride = max(1.0, iter * trace_quality) * (2.0 + 0.05);
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float lod = log2(stride * 0.5 * trace_quality) * lod_fac;
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ray_time += stride;
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