Eevee : SSR : Make sure to not apply Specular Occlusion to SSR.

This makes the metals shine more.

Previous behaviour was not correct.
This commit is contained in:
Clément Foucault 2017-10-02 19:44:44 +02:00
parent 04e4a0db0d
commit 5f7192018e
4 changed files with 48 additions and 13 deletions

View File

@ -201,6 +201,7 @@ static struct GPUShader *eevee_effects_ssr_shader_get(int options)
BLI_dynstr_append(ds_frag, datatoc_bsdf_sampling_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_octahedron_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_lightprobe_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_ambient_occlusion_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_raytrace_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_effect_ssr_frag_glsl);
char *ssr_shader_str = BLI_dynstr_get_cstring(ds_frag);
@ -997,6 +998,17 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
if (effects->ssr_ray_count > 3) {
DRW_shgroup_uniform_buffer(grp, "hitBuffer3", &stl->g_data->ssr_hit_output[3]);
}
DRW_shgroup_uniform_vec4(grp, "aoParameters[0]", &effects->ao_dist, 2);
if (effects->use_ao) {
DRW_shgroup_uniform_buffer(grp, "horizonBuffer", &vedata->txl->gtao_horizons);
DRW_shgroup_uniform_ivec2(grp, "aoHorizonTexSize", (int *)vedata->stl->effects->ao_texsize, 1);
}
else {
/* Use shadow_pool as fallback to avoid sampling problem on certain platform, see: T52593 */
DRW_shgroup_uniform_buffer(grp, "horizonBuffer", &sldata->shadow_pool);
}
DRW_shgroup_call_add(grp, quad, NULL);
}

View File

@ -327,7 +327,13 @@ float occlusion_compute(vec3 N, vec3 vpos, float user_occlusion, vec2 randuv, ou
float visibility;
vec3 vnor = mat3(ViewMatrix) * N;
#if defined(MESH_SHADER) && !defined(USE_ALPHA_HASH) && !defined(USE_ALPHA_CLIP) && !defined(SHADOW_SHADER) && !defined(USE_MULTIPLY) && !defined(USE_ALPHA_BLEND)
#if (defined(MESH_SHADER) && \
!defined(USE_ALPHA_HASH) && \
!defined(USE_ALPHA_CLIP) && \
!defined(SHADOW_SHADER) && \
!defined(USE_MULTIPLY) && \
!defined(USE_ALPHA_BLEND)) \
|| defined(STEP_RESOLVE)
gtao_deferred(vnor, vpos, gl_FragCoord.z, visibility, bent_normal);
#else
gtao(vnor, vpos, randuv, visibility, bent_normal);

View File

@ -186,11 +186,16 @@ uniform mat4 PastViewProjectionMatrix;
out vec4 fragColor;
void fallback_cubemap(vec3 N, vec3 V, vec3 W, float roughness, float roughnessSquared, inout vec4 spec_accum)
void fallback_cubemap(vec3 N, vec3 V, vec3 W, vec3 viewPosition, float roughness, float roughnessSquared, inout vec4 spec_accum)
{
/* Specular probes */
vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared);
vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
vec3 bent_normal;
float final_ao = occlusion_compute(N, viewPosition, 1.0, rand.rg, bent_normal);
final_ao = specular_occlusion(dot(N, V), final_ao, roughness);
/* Starts at 1 because 0 is world probe */
for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999; ++i) {
CubeData cd = probes_data[i];
@ -198,14 +203,14 @@ void fallback_cubemap(vec3 N, vec3 V, vec3 W, float roughness, float roughnessSq
float fade = probe_attenuation_cube(cd, W);
if (fade > 0.0) {
vec3 spec = probe_evaluate_cube(float(i), cd, W, spec_dir, roughness);
vec3 spec = final_ao * probe_evaluate_cube(float(i), cd, W, spec_dir, roughness);
accumulate_light(spec, fade, spec_accum);
}
}
/* World Specular */
if (spec_accum.a < 0.999) {
vec3 spec = probe_evaluate_world_spec(spec_dir, roughness);
vec3 spec = final_ao * probe_evaluate_world_spec(spec_dir, roughness);
accumulate_light(spec, 1.0, spec_accum);
}
}
@ -436,7 +441,7 @@ void main()
/* If SSR contribution is not 1.0, blend with cubemaps */
if (spec_accum.a < 1.0) {
fallback_cubemap(N, V, worldPosition, roughness, roughnessSquared, spec_accum);
fallback_cubemap(N, V, worldPosition, viewPosition, roughness, roughnessSquared, spec_accum);
}
fragColor = vec4(spec_accum.rgb * speccol_roughness.rgb, 1.0);

View File

@ -136,7 +136,10 @@ vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao,
vec2 uv = lut_coords(dot(N, V), roughness);
vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
ssr_spec = F_ibl(f0, brdf_lut) * specular_occlusion(dot(N, V), final_ao, roughness);
ssr_spec = F_ibl(f0, brdf_lut);
if (!(ssrToggle && ssr_id == outputSsrId)) {
ssr_spec *= specular_occlusion(dot(N, V), final_ao, roughness);
}
out_light += spec_accum.rgb * ssr_spec * float(specToggle);
/* ---------------- DIFFUSE ENVIRONMENT LIGHTING ----------------- */
@ -308,7 +311,10 @@ vec3 eevee_surface_clearcoat_lit(
vec2 uv = lut_coords(dot(N, V), roughness);
vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
ssr_spec = F_ibl(f0, brdf_lut) * specular_occlusion(dot(N, V), final_ao, roughness);
ssr_spec = F_ibl(f0, brdf_lut);
if (!(ssrToggle && ssr_id == outputSsrId)) {
ssr_spec *= specular_occlusion(dot(N, V), final_ao, roughness);
}
out_light += spec_accum.rgb * ssr_spec * float(specToggle);
uv = lut_coords(dot(C_N, V), C_roughness);
@ -533,15 +539,18 @@ vec3 eevee_surface_glossy_lit(vec3 N, vec3 f0, float roughness, float ao, int ss
vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
/* Ambient Occlusion */
vec3 bent_normal;
float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);
/* Get Brdf intensity */
vec2 uv = lut_coords(dot(N, V), roughness);
vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
ssr_spec = F_ibl(f0, brdf_lut) * specular_occlusion(dot(N, V), final_ao, roughness);
ssr_spec = F_ibl(f0, brdf_lut);
if (!(ssrToggle && ssr_id == outputSsrId)) {
/* Ambient Occlusion */
vec3 bent_normal;
float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);
ssr_spec *= specular_occlusion(dot(N, V), final_ao, roughness);
}
out_light += spec_accum.rgb * ssr_spec * float(specToggle);
return out_light;
@ -785,7 +794,10 @@ vec3 eevee_surface_glass(vec3 N, vec3 transmission_col, float roughness, float i
/* Apply fresnel on lamps. */
out_light *= vec3(fresnel);
ssr_spec = vec3(fresnel) * F_ibl(vec3(1.0), brdf_lut) * specular_occlusion(NV, final_ao, roughness);
ssr_spec = vec3(fresnel) * F_ibl(vec3(1.0), brdf_lut);
if (!(ssrToggle && ssr_id == outputSsrId)) {
ssr_spec *= specular_occlusion(dot(N, V), final_ao, roughness);
}
out_light += spec_accum.rgb * ssr_spec;