EEVEE: Ensure Reflection: Use new implementation

Use same implementation as Cycles. Is also a bit faster.

Should also fix T86578 at the same time.
This commit is contained in:
Clément Foucault 2021-04-08 17:08:13 +02:00
parent cf2baa585c
commit 5c4d24e1fd
Notes: blender-bot 2023-02-14 05:04:52 +01:00
Referenced by commit ba4228bcf7, Revert "EEVEE: Ensure Reflection: Use new implementation"
Referenced by issue #88368, Regression: broken normal shading, sharp edges appear on smooth surfaces.
Referenced by issue #87331, Strange  light source artifact in evee
Referenced by issue #87331, Strange  light source artifact in evee
Referenced by issue #87248, Eevee DoF with "Jitter Camera" creates fireflies
Referenced by issue #86578, white artifacts in EEVEE
1 changed files with 20 additions and 45 deletions

View File

@ -138,55 +138,30 @@ void accumulate_light(vec3 light, float fac, inout vec4 accum)
/* Same thing as Cycles without the comments to make it shorter. */
vec3 ensure_valid_reflection(vec3 Ng, vec3 I, vec3 N)
{
vec3 R = -reflect(I, N);
/* Reflection rays may always be at least as shallow as the incoming ray. */
float threshold = min(0.9 * dot(Ng, I), 0.025);
if (dot(Ng, R) >= threshold) {
return N;
}
float NdotNg = dot(N, Ng);
vec3 X = normalize(N - NdotNg * Ng);
float Ix = dot(I, X), Iz = dot(I, Ng);
float Ix2 = sqr(Ix), Iz2 = sqr(Iz);
float a = Ix2 + Iz2;
float b = sqrt(Ix2 * (a - sqr(threshold)));
float c = Iz * threshold + a;
float fac = 0.5 / a;
float N1_z2 = fac * (b + c), N2_z2 = fac * (-b + c);
bool valid1 = (N1_z2 > 1e-5) && (N1_z2 <= (1.0 + 1e-5));
bool valid2 = (N2_z2 > 1e-5) && (N2_z2 <= (1.0 + 1e-5));
vec2 N_new;
if (valid1 && valid2) {
/* If both are possible, do the expensive reflection-based check. */
vec2 N1 = vec2(sqrt(1.0 - N1_z2), sqrt(N1_z2));
vec2 N2 = vec2(sqrt(1.0 - N2_z2), sqrt(N2_z2));
float R1 = 2.0 * (N1.x * Ix + N1.y * Iz) * N1.y - Iz;
float R2 = 2.0 * (N2.x * Ix + N2.y * Iz) * N2.y - Iz;
valid1 = (R1 >= 1e-5);
valid2 = (R2 >= 1e-5);
if (valid1 && valid2) {
N_new = (R1 < R2) ? N1 : N2;
vec3 R;
float NI = dot(N, I);
float NgR, threshold;
/* Check if the incident ray is coming from behind normal N. */
if (NI > 0.0) {
/* Normal reflection. */
R = (2.0 * NI) * N - I;
NgR = dot(Ng, R);
/* Reflection rays may always be at least as shallow as the incoming ray. */
threshold = min(0.9 * dot(Ng, I), 0.01);
if (NgR >= threshold) {
return N;
}
else {
N_new = (R1 > R2) ? N1 : N2;
}
}
else if (valid1 || valid2) {
float Nz2 = valid1 ? N1_z2 : N2_z2;
N_new = vec2(sqrt(1.0 - Nz2), sqrt(Nz2));
}
else {
return Ng;
/* Bad incident. */
R = -I;
NgR = dot(Ng, R);
threshold = 0.01;
}
return N_new.x * X + N_new.y * Ng;
/* Lift the reflection above the threshold. */
R = R + Ng * (threshold - NgR);
/* Find a bisector. */
return safe_normalize(I * length(R) + R * length(I));
}
/* ----------- Cone angle Approximation --------- */