Eevee: Add Screen Space Refraction.

For the moment the only way to enable this is to:
- enable Screen Space REFLECTIONS.
- enable Screen Space Refraction in the SSR parameters.
- enable Screen Space Refraction in the material tab.
This commit is contained in:
Clément Foucault 2017-08-09 16:54:18 +02:00
parent 98a7f1b335
commit d16342e5fd
13 changed files with 204 additions and 14 deletions

View File

@ -1182,6 +1182,7 @@ class EEVEE_MATERIAL_PT_options(MaterialButtonsPanel, Panel):
if mat.blend_method not in {"OPAQUE", "CLIP", "HASHED"}:
layout.prop(mat, "transparent_hide_backside")
layout.prop(mat, "transparent_refraction")

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@ -730,6 +730,7 @@ class RENDER_PT_eevee_screen_space_reflections(RenderButtonsPanel, Panel):
props = scene.layer_properties['BLENDER_EEVEE']
col = layout.column()
col.prop(props, "ssr_refraction")
col.prop(props, "ssr_halfres")
col.prop(props, "ssr_ray_count")
col.prop(props, "ssr_quality")

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@ -276,6 +276,7 @@ class RENDERLAYER_PT_eevee_screen_space_reflections(RenderLayerButtonsPanel, Pan
col = layout.column()
col.template_override_property(layer_props, scene_props, "ssr_halfres")
col.template_override_property(layer_props, scene_props, "ssr_refraction")
col.template_override_property(layer_props, scene_props, "ssr_ray_count")
col.template_override_property(layer_props, scene_props, "ssr_quality")
col.template_override_property(layer_props, scene_props, "ssr_max_roughness")

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@ -163,6 +163,7 @@ data_to_c_simple(engines/eevee/shaders/octahedron_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/bsdf_sampling_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/raytrace_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/ltc_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/ssr_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_frag.glsl SRC)
data_to_c_simple(modes/shaders/common_globals_lib.glsl SRC)

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@ -584,6 +584,14 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
if (BKE_collection_engine_property_value_get_bool(props, "ssr_enable")) {
effects->enabled_effects |= EFFECT_SSR;
if (BKE_collection_engine_property_value_get_bool(props, "ssr_refraction")) {
effects->enabled_effects |= EFFECT_REFRACT;
DRWFboTexture tex = {&txl->refract_color, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER | DRW_TEX_MIPMAP};
DRW_framebuffer_init(&fbl->refract_fb, &draw_engine_eevee_type, (int)viewport_size[0], (int)viewport_size[1], &tex, 1);
}
/* Enable double buffering to be able to read previous frame color */
effects->enabled_effects |= EFFECT_DOUBLE_BUFFER;
@ -1072,6 +1080,20 @@ void EEVEE_effects_do_volumetrics(EEVEE_SceneLayerData *sldata, EEVEE_Data *veda
}
}
void EEVEE_effects_do_refraction(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
if ((effects->enabled_effects & EFFECT_REFRACT) != 0) {
DRW_framebuffer_texture_attach(fbl->refract_fb, txl->refract_color, 0, 0);
DRW_framebuffer_blit(fbl->main, fbl->refract_fb, false);
EEVEE_downsample_buffer(vedata, fbl->downsample_fb, txl->refract_color, 9);
}
}
void EEVEE_effects_do_ssr(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;

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@ -199,6 +199,12 @@ static void EEVEE_draw_scene(void *vedata)
EEVEE_effects_do_volumetrics(sldata, vedata);
DRW_stats_group_end();
/* Prepare Refraction */
EEVEE_effects_do_refraction(sldata, vedata);
/* Restore main FB */
DRW_framebuffer_bind(fbl->main);
/* Transparent */
DRW_pass_sort_shgroup_z(psl->transparent_pass);
DRW_stats_group_start("Transparent");
@ -235,7 +241,9 @@ static void EEVEE_scene_layer_settings_create(RenderEngine *UNUSED(engine), IDPr
props->type == IDP_GROUP &&
props->subtype == IDP_GROUP_SUB_ENGINE_RENDER);
BKE_collection_engine_property_add_bool(props, "ssr_enable", false);
BKE_collection_engine_property_add_bool(props, "ssr_refraction", false);
BKE_collection_engine_property_add_bool(props, "ssr_halfres", true);
BKE_collection_engine_property_add_int(props, "ssr_ray_count", 1);
BKE_collection_engine_property_add_float(props, "ssr_quality", 0.25f);

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@ -98,6 +98,8 @@ extern char datatoc_irradiance_lib_glsl[];
extern char datatoc_octahedron_lib_glsl[];
extern char datatoc_lit_surface_frag_glsl[];
extern char datatoc_lit_surface_vert_glsl[];
extern char datatoc_raytrace_lib_glsl[];
extern char datatoc_ssr_lib_glsl[];
extern char datatoc_shadow_vert_glsl[];
extern char datatoc_shadow_geom_glsl[];
extern char datatoc_lightprobe_geom_glsl[];
@ -307,6 +309,9 @@ static char *eevee_get_defines(int options)
if ((options & VAR_MAT_MULT) != 0) {
BLI_dynstr_appendf(ds, "#define USE_MULTIPLY\n");
}
if ((options & VAR_MAT_REFRACT) != 0) {
BLI_dynstr_appendf(ds, "#define USE_REFRACTION\n");
}
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
@ -346,7 +351,9 @@ static char *eevee_get_volume_defines(int options)
/**
* ssr_id can be null to disable ssr contribution.
**/
static void add_standard_uniforms(DRWShadingGroup *shgrp, EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata, int *ssr_id)
static void add_standard_uniforms(
DRWShadingGroup *shgrp, EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata,
int *ssr_id, float *refract_thickness)
{
if (ssr_id == NULL) {
static int no_ssr = -1.0f;
@ -372,9 +379,20 @@ static void add_standard_uniforms(DRWShadingGroup *shgrp, EEVEE_SceneLayerData *
DRW_shgroup_uniform_buffer(shgrp, "shadowCubes", &sldata->shadow_depth_cube_pool);
DRW_shgroup_uniform_buffer(shgrp, "shadowCascades", &sldata->shadow_depth_cascade_pool);
DRW_shgroup_uniform_int(shgrp, "outputSsrId", ssr_id, 1);
if (vedata->stl->effects->use_ao || refract_thickness) {
DRW_shgroup_uniform_vec4(shgrp, "viewvecs[0]", (float *)vedata->stl->g_data->viewvecs, 2);
DRW_shgroup_uniform_buffer(shgrp, "maxzBuffer", &vedata->txl->maxzbuffer);
}
if (refract_thickness) {
DRW_shgroup_uniform_buffer(shgrp, "colorBuffer", &vedata->txl->refract_color);
DRW_shgroup_uniform_float(shgrp, "refractionThickness", refract_thickness, 1);
DRW_shgroup_uniform_vec4(shgrp, "ssrParameters", &vedata->stl->effects->ssr_quality, 1);
DRW_shgroup_uniform_float(shgrp, "borderFadeFactor", &vedata->stl->effects->ssr_border_fac, 1);
DRW_shgroup_uniform_float(shgrp, "maxRoughness", &vedata->stl->effects->ssr_max_roughness, 1);
DRW_shgroup_uniform_vec2(shgrp, "mipRatio[0]", (float *)vedata->stl->g_data->mip_ratio, 10);
DRW_shgroup_uniform_int(shgrp, "rayCount", &vedata->stl->effects->ssr_ray_count, 1);
}
if (vedata->stl->effects->use_ao) {
DRW_shgroup_uniform_vec4(shgrp, "viewvecs[0]", (float *)&vedata->stl->g_data->viewvecs, 2);
DRW_shgroup_uniform_buffer(shgrp, "minMaxDepthTex", &vedata->txl->maxzbuffer);
DRW_shgroup_uniform_vec3(shgrp, "aoParameters", &vedata->stl->effects->ao_dist, 1);
}
}
@ -403,7 +421,10 @@ void EEVEE_materials_init(EEVEE_StorageList *stl)
/* Shaders */
DynStr *ds_frag = BLI_dynstr_new();
BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_bsdf_sampling_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_ssr_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_octahedron_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_irradiance_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_lightprobe_lib_glsl);
@ -591,7 +612,8 @@ struct GPUMaterial *EEVEE_material_world_volume_get(
struct GPUMaterial *EEVEE_material_mesh_get(
struct Scene *scene, Material *ma,
bool use_ao, bool use_bent_normals, bool use_blend, bool use_multiply)
bool use_ao, bool use_bent_normals, bool use_blend,
bool use_multiply, bool use_refract)
{
const void *engine = &DRW_engine_viewport_eevee_type;
int options = VAR_MAT_MESH;
@ -600,6 +622,7 @@ struct GPUMaterial *EEVEE_material_mesh_get(
if (use_bent_normals) options |= VAR_MAT_BENT;
if (use_blend) options |= VAR_MAT_BLEND;
if (use_multiply) options |= VAR_MAT_MULT;
if (use_refract) options |= VAR_MAT_REFRACT;
GPUMaterial *mat = GPU_material_from_nodetree_find(&ma->gpumaterial, engine, options);
if (mat) {
@ -710,7 +733,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_create(
}
DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], pass);
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id);
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL);
return shgrp;
}
@ -740,7 +763,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get(
vedata->psl->default_pass[options] = DRW_pass_create("Default Lit Pass", state);
DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], vedata->psl->default_pass[options]);
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id);
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL);
}
return DRW_shgroup_create(e_data.default_lit[options], vedata->psl->default_pass[options]);
@ -884,7 +907,7 @@ static void material_opaque(
/* This will have been created already, just perform a lookup. */
*gpumat = (use_gpumat) ? EEVEE_material_mesh_get(
scene, ma, stl->effects->use_ao, stl->effects->use_bent_normals, false, false) : NULL;
scene, ma, stl->effects->use_ao, stl->effects->use_bent_normals, false, false, false) : NULL;
*gpumat_depth = (use_gpumat) ? EEVEE_material_mesh_depth_get(
scene, ma, (ma->blend_method == MA_BM_HASHED), false) : NULL;
return;
@ -893,13 +916,13 @@ static void material_opaque(
if (use_gpumat) {
/* Shading */
*gpumat = EEVEE_material_mesh_get(scene, ma,
stl->effects->use_ao, stl->effects->use_bent_normals, false, false);
stl->effects->use_ao, stl->effects->use_bent_normals, false, false, false);
*shgrp = DRW_shgroup_material_create(*gpumat, psl->material_pass);
if (*shgrp) {
static int ssr_id;
ssr_id = (stl->effects->use_ssr) ? 0 : -1;
add_standard_uniforms(*shgrp, sldata, vedata, &ssr_id);
add_standard_uniforms(*shgrp, sldata, vedata, &ssr_id, NULL);
}
else {
/* Shader failed : pink color */
@ -960,6 +983,8 @@ static void material_transparent(
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
const bool use_refract = ((ma->blend_flag & MA_BL_REFRACTION) != 0) && ((stl->effects->enabled_effects & EFFECT_REFRACT) != 0);
float *color_p = &ma->r;
float *metal_p = &ma->ray_mirror;
float *spec_p = &ma->spec;
@ -969,12 +994,14 @@ static void material_transparent(
/* Shading */
*gpumat = EEVEE_material_mesh_get(scene, ma,
stl->effects->use_ao, stl->effects->use_bent_normals,
true, (ma->blend_method == MA_BM_MULTIPLY));
true, (ma->blend_method == MA_BM_MULTIPLY), use_refract);
*shgrp = DRW_shgroup_material_create(*gpumat, psl->transparent_pass);
if (*shgrp) {
static int ssr_id = -1; /* TODO transparent SSR */
add_standard_uniforms(*shgrp, sldata, vedata, &ssr_id);
static float refract_thickness = 0.0f; /* TODO Param */
add_standard_uniforms(*shgrp, sldata, vedata, &ssr_id,
(use_refract) ? &refract_thickness : NULL);
}
else {
/* Shader failed : pink color */
@ -1208,7 +1235,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
shgrp = DRW_shgroup_material_create(gpumat, psl->material_pass);
if (shgrp) {
add_standard_uniforms(shgrp, sldata, vedata, NULL);
add_standard_uniforms(shgrp, sldata, vedata, NULL, NULL);
BLI_ghash_insert(material_hash, ma, shgrp);

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@ -77,6 +77,7 @@ enum {
VAR_MAT_HASH = (1 << 9),
VAR_MAT_MULT = (1 << 10),
VAR_MAT_SHADOW = (1 << 11),
VAR_MAT_REFRACT = (1 << 12),
};
typedef struct EEVEE_PassList {
@ -142,6 +143,7 @@ typedef struct EEVEE_FramebufferList {
struct GPUFrameBuffer *dof_scatter_near_fb;
struct GPUFrameBuffer *volumetric_fb;
struct GPUFrameBuffer *screen_tracing_fb;
struct GPUFrameBuffer *refract_fb;
struct GPUFrameBuffer *planarref_fb;
@ -163,6 +165,7 @@ typedef struct EEVEE_TextureList {
struct GPUTexture *ssr_normal_input;
struct GPUTexture *ssr_specrough_input;
struct GPUTexture *refract_color;
struct GPUTexture *planar_pool;
struct GPUTexture *planar_depth;
@ -373,6 +376,7 @@ enum {
EFFECT_VOLUMETRIC = (1 << 3),
EFFECT_SSR = (1 << 4),
EFFECT_DOUBLE_BUFFER = (1 << 5), /* Not really an effect but a feature */
EFFECT_REFRACT = (1 << 6),
};
/* ************** SCENE LAYER DATA ************** */
@ -494,7 +498,7 @@ struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, str
struct GPUMaterial *EEVEE_material_world_volume_get(
struct Scene *scene, struct World *wo, bool use_lights, bool use_volume_shadows, bool is_homogeneous, bool use_color_transmit);
struct GPUMaterial *EEVEE_material_mesh_get(
struct Scene *scene, Material *ma, bool use_ao, bool use_bent_normals, bool use_blend, bool use_multiply);
struct Scene *scene, Material *ma, bool use_ao, bool use_bent_normals, bool use_blend, bool use_multiply, bool use_refract);
struct GPUMaterial *EEVEE_material_mesh_depth_get(struct Scene *scene, Material *ma, bool use_hashed_alpha, bool is_shadow);
struct GPUMaterial *EEVEE_material_hair_get(struct Scene *scene, Material *ma, bool use_ao, bool use_bent_normals);
void EEVEE_materials_free(void);
@ -528,6 +532,7 @@ void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, struct GPUTexture *depth_src
void EEVEE_downsample_buffer(EEVEE_Data *vedata, struct GPUFrameBuffer *fb_src, struct GPUTexture *texture_src, int level);
void EEVEE_effects_do_volumetrics(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_effects_do_ssr(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_effects_do_refraction(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_draw_effects(EEVEE_Data *vedata);
void EEVEE_effects_free(void);

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@ -7,6 +7,10 @@ uniform int planar_count;
uniform bool specToggle;
uniform bool ssrToggle;
#ifdef USE_REFRACTION
uniform float refractionThickness;
#endif
#ifndef UTIL_TEX
#define UTIL_TEX
uniform sampler2DArray utilTex;
@ -577,7 +581,24 @@ vec3 eevee_surface_refraction(vec3 N, vec3 f0, float roughness, float ior, int s
/* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
vec4 trans_accum = vec4(0.0);
#ifdef USE_REFRACTION
/* Screen Space Refraction */
if (ssrToggle && roughness < maxRoughness + 0.2) {
vec3 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0)).xzw;
float ray_ofs = 1.0 / float(rayCount);
vec4 spec = screen_space_refraction(viewPosition, N, V, ior, roughnessSquared, rand, 0.0);
if (rayCount > 1) spec += screen_space_refraction(viewPosition, N, V, ior, roughnessSquared, rand.xyz * vec3(1.0, -1.0, -1.0), 1.0 * ray_ofs);
if (rayCount > 2) spec += screen_space_refraction(viewPosition, N, V, ior, roughnessSquared, rand.xzy * vec3(1.0, 1.0, -1.0), 2.0 * ray_ofs);
if (rayCount > 3) spec += screen_space_refraction(viewPosition, N, V, ior, roughnessSquared, rand.xzy * vec3(1.0, -1.0, 1.0), 3.0 * ray_ofs);
spec /= float(rayCount);
spec.a *= smoothstep(maxRoughness + 0.2, maxRoughness, roughness);
accumulate_light(spec.rgb, spec.a, trans_accum);
}
#endif
/* Specular probes */
/* NOTE: This bias the IOR */
vec3 spec_dir = get_specular_refraction_dominant_dir(N, V, roughness, ior);
/* Starts at 1 because 0 is world probe */
@ -685,6 +706,22 @@ vec3 eevee_surface_glass(vec3 N, vec3 transmission_col, float roughness, float i
vec3 refr_dir = get_specular_refraction_dominant_dir(N, V, roughness, ior);
vec4 trans_accum = vec4(0.0);
#ifdef USE_REFRACTION
/* Screen Space Refraction */
if (ssrToggle && roughness < maxRoughness + 0.2) {
vec3 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0)).xzw;
float ray_ofs = 1.0 / float(rayCount);
vec4 spec = screen_space_refraction(viewPosition, N, V, ior, roughnessSquared, rand, 0.0);
if (rayCount > 1) spec += screen_space_refraction(viewPosition, N, V, ior, roughnessSquared, rand.xyz * vec3(1.0, -1.0, -1.0), 1.0 * ray_ofs);
if (rayCount > 2) spec += screen_space_refraction(viewPosition, N, V, ior, roughnessSquared, rand.xzy * vec3(1.0, 1.0, -1.0), 2.0 * ray_ofs);
if (rayCount > 3) spec += screen_space_refraction(viewPosition, N, V, ior, roughnessSquared, rand.xzy * vec3(1.0, -1.0, 1.0), 3.0 * ray_ofs);
spec /= float(rayCount);
spec.a *= smoothstep(maxRoughness + 0.2, maxRoughness, roughness);
accumulate_light(spec.rgb, spec.a, trans_accum);
}
#endif
/* Starts at 1 because 0 is world probe */
for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999 && trans_accum.a < 0.999; ++i) {
CubeData cd = probes_data[i];

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@ -0,0 +1,73 @@
/* ------------ Refraction ------------ */
#define BTDF_BIAS 0.85
vec4 screen_space_refraction(vec3 viewPosition, vec3 N, vec3 V, float ior, float roughnessSquared, vec3 rand, float ofs)
{
float a2 = roughnessSquared * roughnessSquared;
float jitter = fract(rand.x + ofs);
/* Importance sampling bias */
rand.x = mix(rand.x, 0.0, BTDF_BIAS);
vec3 T, B;
float NH;
make_orthonormal_basis(N, T, B);
vec3 H = sample_ggx(rand, a2, N, T, B, NH); /* Microfacet normal */
float pdf = pdf_ggx_reflect(NH, a2);
/* If ray is bad (i.e. going below the plane) regenerate. */
if (F_eta(ior, dot(H, V)) < 1.0) {
H = sample_ggx(rand * vec3(1.0, -1.0, -1.0), a2, N, T, B, NH); /* Microfacet normal */
pdf = pdf_ggx_reflect(NH, a2);
}
vec3 vV = viewCameraVec;
float eta = 1.0/ior;
if (dot(H, V) < 0.0) {
H = -H;
eta = ior;
}
vec3 R = refract(-V, H, 1.0 / ior);
R = transform_direction(ViewMatrix, R);
vec3 hit_pos = raycast(-1, viewPosition, R, ssrThickness, jitter, roughnessSquared);
if ((hit_pos.z < 0.0) && (F_eta(ior, dot(H, V)) < 1.0)) {
float hit_dist = distance(hit_pos, viewPosition);
float cone_cos = cone_cosine(roughnessSquared);
float cone_tan = sqrt(1 - cone_cos * cone_cos) / cone_cos;
/* Empirical fit for refraction. */
/* TODO find a better fit or precompute inside the LUT. */
cone_tan *= 0.5 * fast_sqrt(f0_from_ior((ior < 1.0) ? 1.0 / ior : ior));
float cone_footprint = hit_dist * cone_tan;
/* find the offset in screen space by multiplying a point
* in camera space at the depth of the point by the projection matrix. */
float homcoord = ProjectionMatrix[2][3] * hit_pos.z + ProjectionMatrix[3][3];
/* UV space footprint */
cone_footprint = BTDF_BIAS * 0.5 * max(ProjectionMatrix[0][0], ProjectionMatrix[1][1]) * cone_footprint / homcoord;
vec2 hit_uvs = project_point(ProjectionMatrix, hit_pos).xy * 0.5 + 0.5;
/* Texel footprint */
vec2 texture_size = vec2(textureSize(colorBuffer, 0).xy);
float mip = clamp(log2(cone_footprint * max(texture_size.x, texture_size.y)), 0.0, 9.0);
/* Correct UVs for mipmaping mis-alignment */
float low_mip = floor(mip);
hit_uvs *= mix(mipRatio[int(low_mip)], mipRatio[int(low_mip + 1.0)], mip - low_mip);
vec3 spec = textureLod(colorBuffer, hit_uvs, mip).xyz;
float mask = screen_border_mask(hit_uvs);
return vec4(spec, mask);
}
return vec4(0.0);
}

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@ -510,7 +510,8 @@ enum {
/* blend_flag */
enum {
MA_BL_HIDE_BACKSIDE = (1 << 0),
MA_BL_HIDE_BACKSIDE = (1 << 0),
MA_BL_REFRACTION = (1 << 1),
};
/* blend_shadow */

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@ -1869,6 +1869,11 @@ void RNA_def_material(BlenderRNA *brna)
"(avoids transparency sorting problems)");
RNA_def_property_update(prop, 0, "rna_Material_draw_update");
prop = RNA_def_property(srna, "transparent_refraction", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "blend_flag", MA_BL_REFRACTION);
RNA_def_property_ui_text(prop, "Screen Space Refraction" , "Use raytraced screen space refraction");
RNA_def_property_update(prop, 0, "rna_Material_draw_update");
/* For Preview Render */
prop = RNA_def_property(srna, "preview_render_type", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "pr_type");

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@ -2634,6 +2634,7 @@ RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(volumetric_light_clamp)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(volumetric_shadows)
RNA_LAYER_ENGINE_EEVEE_GET_SET_INT(volumetric_shadow_samples)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(volumetric_colored_transmittance)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(ssr_refraction)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(ssr_enable)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(ssr_halfres)
RNA_LAYER_ENGINE_EEVEE_GET_SET_INT(ssr_ray_count)
@ -6204,6 +6205,13 @@ static void rna_def_scene_layer_engine_settings_eevee(BlenderRNA *brna)
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_SceneLayerEngineSettings_update");
prop = RNA_def_property(srna, "ssr_refraction", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_Eevee_ssr_refraction_get",
"rna_LayerEngineSettings_Eevee_ssr_refraction_set");
RNA_def_property_ui_text(prop, "Screen Space Refractions", "Enable screen space Refractions");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_SceneLayerEngineSettings_update");
prop = RNA_def_property(srna, "ssr_halfres", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_Eevee_ssr_halfres_get",
"rna_LayerEngineSettings_Eevee_ssr_halfres_set");