Eevee: Add Refraction via probes.

This commit is contained in:
Clément Foucault 2017-08-04 18:47:41 +02:00
parent aaa469a403
commit e0078cd953
4 changed files with 304 additions and 9 deletions

View File

@ -265,8 +265,8 @@ shader_node_categories = [
NodeItem("ShaderNodeBsdfPrincipled", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfGlossy", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfTransparent", poll=object_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfRefraction", poll=object_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfGlass", poll=object_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfRefraction", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfGlass", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfTranslucent", poll=object_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfAnisotropic", poll=object_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfVelvet", poll=object_cycles_shader_nodes_poll),

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@ -294,6 +294,69 @@ float specular_occlusion(float NV, float AO, float roughness)
return saturate(pow(NV + AO, roughness) - 1.0 + AO);
}
/* --- Refraction utils --- */
float ior_from_f0(float f0)
{
float f = sqrt(f0);
return (-f - 1.0) / (f - 1.0);
}
float f0_from_ior(float eta)
{
float A = (eta - 1.0) / (eta + 1.0);
return A * A;
}
vec3 get_specular_refraction_dominant_dir(vec3 N, vec3 V, float roughness, float ior)
{
/* TODO: This a bad approximation. Better approximation should fit
* the refracted vector and roughness into the best prefiltered reflection
* lobe. */
/* Correct the IOR for ior < 1.0 to not see the abrupt delimitation or the TIR */
ior = (ior < 1.0) ? mix(ior, 1.0, roughness) : ior;
float eta = 1.0 / ior;
float NV = dot(N, -V);
/* Custom Refraction. */
float k = 1.0 - eta * eta * (1.0 - NV * NV);
k = max(0.0, k); /* Only this changes. */
vec3 R = eta * -V - (eta * NV + sqrt(k)) * N;
return R;
}
float get_btdf_lut(sampler2DArray btdf_lut_tex, float NV, float roughness, float ior)
{
const vec3 lut_scale_bias_texel_size = vec3((LUT_SIZE - 1.0), 0.5, 1.5) / LUT_SIZE;
vec3 coords;
/* Try to compensate for the low resolution and interpolation error. */
coords.x = (ior > 1.0)
? (0.9 + lut_scale_bias_texel_size.z) + (0.1 - lut_scale_bias_texel_size.z) * f0_from_ior(ior)
: (0.9 + lut_scale_bias_texel_size.z) * ior * ior;
coords.y = 1.0 - NV;
coords.xy *= lut_scale_bias_texel_size.x;
coords.xy += lut_scale_bias_texel_size.y;
const float lut_lvl_ofs = 4.0; /* First texture lvl of roughness. */
const float lut_lvl_scale = 16.0; /* How many lvl of roughness in the lut. */
float mip = roughness * lut_lvl_scale;
float mip_floor = floor(mip);
coords.z = lut_lvl_ofs + mip_floor + 1.0;
float btdf_high = textureLod(btdf_lut_tex, coords, 0.0).r;
coords.z -= 1.0;
float btdf_low = textureLod(btdf_lut_tex, coords, 0.0).r;
float btdf = (ior == 1.0) ? 1.0 : mix(btdf_low, btdf_high, mip - coords.z);
return btdf;
}
/* ---- Encode / Decode Normal buffer data ---- */
/* From http://aras-p.info/texts/CompactNormalStorage.html
* Using Method #4: Spheremap Transform */
@ -314,6 +377,32 @@ vec3 normal_decode(vec2 enc, vec3 view)
return n;
}
/* Fresnel monochromatic, perfect mirror */
float F_eta(float eta, float cos_theta)
{
/* compute fresnel reflectance without explicitly computing
* the refracted direction */
float c = abs(cos_theta);
float g = eta * eta - 1.0 + c * c;
float result;
if (g > 0.0) {
g = sqrt(g);
vec2 g_c = vec2(g) + vec2(c, -c);
float A = g_c.y / g_c.x;
A *= A;
g_c *= c;
float B = (g_c.y - 1.0) / (g_c.x + 1.0);
B *= B;
result = 0.5 * A * (1.0 + B);
}
else {
result = 1.0; /* TIR (no refracted component) */
}
return result;
}
/* Fresnel */
vec3 F_schlick(vec3 f0, float cos_theta)
{

View File

@ -544,3 +544,192 @@ vec3 eevee_surface_glossy_lit(vec3 N, vec3 f0, float roughness, float ao, int ss
return out_light;
}
/* ----------- Transmission ----------- */
vec3 eevee_surface_refraction(vec3 N, vec3 f0, float roughness, float ior, int ssr_id, out vec3 ssr_spec)
{
/* Zero length vectors cause issues, see: T51979. */
#if 0
N = normalize(N);
#else
{
float len = length(N);
if (isnan(len)) {
return vec3(0.0);
}
N /= len;
}
#endif
vec3 V = cameraVec;
ior = (gl_FrontFacing) ? ior : 1.0 / ior;
roughness = clamp(roughness, 1e-8, 0.9999);
float roughnessSquared = roughness * roughness;
/* ---------------- SCENE LAMPS LIGHTING ----------------- */
/* No support for now. Supporting LTCs mean having a 3D LUT.
* We could support point lights easily though. */
/* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */
/* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
vec4 trans_accum = vec4(0.0);
/* Specular probes */
vec3 spec_dir = get_specular_refraction_dominant_dir(N, V, roughness, ior);
/* Starts at 1 because 0 is world probe */
for (int i = 1; i < MAX_PROBE && i < probe_count && trans_accum.a < 0.999; ++i) {
CubeData cd = probes_data[i];
float fade = probe_attenuation_cube(cd, worldPosition);
if (fade > 0.0) {
vec3 spec = probe_evaluate_cube(float(i), cd, worldPosition, spec_dir, roughnessSquared);
accumulate_light(spec, fade, trans_accum);
}
}
/* World Specular */
if (trans_accum.a < 0.999) {
vec3 spec = probe_evaluate_world_spec(spec_dir, roughnessSquared);
accumulate_light(spec, 1.0, trans_accum);
}
float btdf = get_btdf_lut(utilTex, dot(N, V), roughness, ior);
return trans_accum.rgb * btdf;
}
vec3 eevee_surface_glass(vec3 N, vec3 transmission_col, float roughness, float ior, int ssr_id, out vec3 ssr_spec)
{
/* Zero length vectors cause issues, see: T51979. */
#if 0
N = normalize(N);
#else
{
float len = length(N);
if (isnan(len)) {
return vec3(0.0);
}
N /= len;
}
#endif
vec3 V = cameraVec;
ior = (gl_FrontFacing) ? ior : 1.0 / ior;
if (!specToggle) return vec3(0.0);
roughness = clamp(roughness, 1e-8, 0.9999);
float roughnessSquared = roughness * roughness;
/* ---------------- SCENE LAMPS LIGHTING ----------------- */
#ifdef HAIR_SHADER
vec3 norm_view = cross(V, N);
norm_view = normalize(cross(norm_view, N)); /* Normal facing view */
#endif
vec3 spec = vec3(0.0);
for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) {
LightData ld = lights_data[i];
vec4 l_vector; /* Non-Normalized Light Vector with length in last component. */
l_vector.xyz = ld.l_position - worldPosition;
l_vector.w = length(l_vector.xyz);
vec3 l_color_vis = ld.l_color * light_visibility(ld, worldPosition, l_vector);
#ifdef HAIR_SHADER
vec3 norm_lamp, view_vec;
float occlu_trans, occlu;
light_hair_common(ld, N, V, l_vector, norm_view, occlu_trans, occlu, norm_lamp, view_vec);
spec += l_color_vis * light_specular(ld, N, view_vec, l_vector, roughnessSquared, vec3(1.0)) * occlu;
#else
spec += l_color_vis * light_specular(ld, N, V, l_vector, roughnessSquared, vec3(1.0));
#endif
}
/* Accumulate outgoing radiance */
vec3 out_light = spec;
#ifdef HAIR_SHADER
N = -norm_view;
#endif
/* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */
/* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
vec4 spec_accum = vec4(0.0);
/* Planar Reflections */
if (!(ssrToggle && ssr_id == outputSsrId)) {
for (int i = 0; i < MAX_PLANAR && i < planar_count && spec_accum.a < 0.999 && roughness < 0.1; ++i) {
PlanarData pd = planars_data[i];
float fade = probe_attenuation_planar(pd, worldPosition, N, roughness);
if (fade > 0.0) {
vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, roughness, fade);
accumulate_light(spec, fade, spec_accum);
}
}
}
/* Specular probes */
vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared);
vec3 refr_dir = get_specular_refraction_dominant_dir(N, V, roughness, ior);
vec4 trans_accum = vec4(0.0);
/* 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];
float fade = probe_attenuation_cube(cd, worldPosition);
if (fade > 0.0) {
if (!(ssrToggle && ssr_id == outputSsrId)) {
vec3 spec = probe_evaluate_cube(float(i), cd, worldPosition, spec_dir, roughness);
accumulate_light(spec, fade, spec_accum);
spec = probe_evaluate_cube(float(i), cd, worldPosition, refr_dir, roughnessSquared);
accumulate_light(spec, fade, trans_accum);
}
}
}
/* World Specular */
if (spec_accum.a < 0.999) {
if (!(ssrToggle && ssr_id == outputSsrId)) {
vec3 spec = probe_evaluate_world_spec(spec_dir, roughness);
accumulate_light(spec, 1.0, spec_accum);
spec = probe_evaluate_world_spec(refr_dir, roughnessSquared);
accumulate_light(spec, 1.0, trans_accum);
}
}
/* Ambient Occlusion */
/* TODO : when AO will be cheaper */
float final_ao = 1.0;
float NV = dot(N, V);
/* Get Brdf intensity */
vec2 uv = lut_coords(NV, roughness);
vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
float fresnel = F_eta(ior, NV);
ssr_spec = vec3(fresnel) * F_ibl(vec3(1.0), brdf_lut) * specular_occlusion(NV, final_ao, roughness);
out_light += spec_accum.rgb * ssr_spec;
float btdf = get_btdf_lut(utilTex, NV, roughness, ior);
out_light += vec3(1.0 - fresnel) * transmission_col * trans_accum.rgb * btdf;
return out_light;
}

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@ -2722,7 +2722,15 @@ void node_bsdf_anisotropic(
void node_bsdf_glass(vec4 color, float roughness, float ior, vec3 N, out Closure result)
{
#ifdef EEVEE_ENGINE
vec3 ssr_spec;
roughness = sqrt(roughness);
vec3 L = eevee_surface_glass(N, vec3(1.0), roughness, ior, int(-2), ssr_spec);
vec3 vN = normalize(mat3(ViewMatrix) * N);
result = Closure(L * color.rgb, 1.0, vec4(ssr_spec * color.rgb, roughness), normal_encode(vN, viewCameraVec), int(-2));
#else
node_bsdf_diffuse(color, 0.0, N, result);
#endif
}
void node_bsdf_toon(vec4 color, float size, float tsmooth, vec3 N, out Closure result)
@ -2881,8 +2889,9 @@ void node_bsdf_principled_clearcoat(vec4 base_color, float subsurface, vec3 subs
}
result = Closure(surface_color.rgb / surface_color.a, 1.0);
#else
vec3 L_trans = (transmission <= 0.0) ? vec3(0.0) : eevee_surface_glass(N, base_color.rgb, roughness, ior, int(-2), ssr_spec);
vec3 L = eevee_surface_clearcoat_lit(N, diffuse, f0, roughness, CN, clearcoat, clearcoat_roughness, 1.0, int(ssr_id), ssr_spec);
L = mix(L, L_trans, transmission);
vec3 vN = normalize(mat3(ViewMatrix) * N);
result = Closure(L, 1.0, vec4(ssr_spec, roughness), normal_encode(vN, viewCameraVec), int(ssr_id));
#endif
@ -2896,7 +2905,7 @@ void node_bsdf_principled_clearcoat(vec4 base_color, float subsurface, vec3 subs
void node_bsdf_translucent(vec4 color, vec3 N, out Closure result)
{
node_bsdf_diffuse(color, 0.0, N, result);
node_bsdf_diffuse(color, 0.0, -N, result);
}
void node_bsdf_transparent(vec4 color, out Closure result)
@ -2918,6 +2927,19 @@ void node_subsurface_scattering(
node_bsdf_diffuse(color, 0.0, N, result);
}
void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Closure result)
{
#ifdef EEVEE_ENGINE
vec3 ssr_spec;
roughness = sqrt(roughness);
vec3 L = eevee_surface_refraction(N, vec3(1.0), roughness, ior, int(-2), ssr_spec);
vec3 vN = normalize(mat3(ViewMatrix) * N);
result = Closure(L * color.rgb, 1.0, vec4(ssr_spec * color.rgb, roughness), normal_encode(vN, viewCameraVec), int(-2));
#else
node_bsdf_diffuse(color, 0.0, N, result);
#endif /* EEVEE_ENGINE */
}
/* Unsupported for now */
#ifndef EEVEE_ENGINE
void node_bsdf_hair(vec4 color, float offset, float roughnessu, float roughnessv, vec3 tangent, out Closure result)
@ -2925,11 +2947,6 @@ void node_bsdf_hair(vec4 color, float offset, float roughnessu, float roughnessv
result = Closure(color.rgb, color.a);
}
void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Closure result)
{
node_bsdf_diffuse(color, 0.0, N, result);
}
void node_ambient_occlusion(vec4 color, out Closure result)
{
result = Closure(color.rgb, color.a);