[Bf-blender-cvs] [f53fa8d148f] blender2.8: Eevee: SSR: Fix cone footprint estimation.
Clément Foucault
noreply at git.blender.org
Thu Aug 10 15:48:10 CEST 2017
Commit: f53fa8d148f8f5059d28ca691f72c0ca11497b8a
Author: Clément Foucault
Date: Wed Aug 9 15:43:21 2017 +0200
Branches: blender2.8
https://developer.blender.org/rBf53fa8d148f8f5059d28ca691f72c0ca11497b8a
Eevee: SSR: Fix cone footprint estimation.
===================================================================
M source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
===================================================================
diff --git a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
index b1286fd15f0..68bcf8c06e4 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -7,6 +7,7 @@
uniform sampler2DArray utilTex;
#endif /* UTIL_TEX */
+#define BRDF_BIAS 0.7
#define MAX_MIP 9.0
#ifdef STEP_RAYTRACE
@@ -251,38 +252,35 @@ vec4 get_ssr_sample(
vec3 hit_pos = transform_point(ViewMatrixInverse, hit_co_pdf.xyz);
vec2 ref_uvs;
- vec3 L;
+ vec3 hit_vec;
float mask = 1.0;
- float cone_footprint;
if (is_planar) {
/* Reflect back the hit position to have it in non-reflected world space */
vec3 trace_pos = line_plane_intersect(worldPosition, V, pd.pl_plane_eq);
- vec3 hit_vec = hit_pos - trace_pos;
+ hit_vec = hit_pos - trace_pos;
hit_vec = reflect(hit_vec, pd.pl_normal);
- hit_pos = hit_vec + trace_pos;
- L = normalize(hit_vec);
ref_uvs = project_point(ProjectionMatrix, hit_co_pdf.xyz).xy * 0.5 + 0.5;
- vec2 uvs = gl_FragCoord.xy / texture_size;
-
- /* Compute cone footprint in screen space. */
- float homcoord = ProjectionMatrix[2][3] * hit_co_pdf.z + ProjectionMatrix[3][3];
- cone_footprint = length(hit_vec) * cone_tan * ProjectionMatrix[0][0] / homcoord;
}
else {
/* Find hit position in previous frame. */
ref_uvs = get_reprojected_reflection(hit_pos, worldPosition, N);
- L = normalize(hit_pos - worldPosition);
- vec2 uvs = gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0));
- mask *= screen_border_mask(uvs);
-
- /* Compute cone footprint Using UV distance because we are using screen space filtering. */
- cone_footprint = cone_tan * distance(ref_uvs, source_uvs);
+ hit_vec = hit_pos - worldPosition;
+ mask = screen_border_mask(gl_FragCoord.xy / texture_size);
}
mask = min(mask, screen_border_mask(ref_uvs));
mask *= float(has_hit);
+ float hit_dist = length(hit_vec);
+ vec3 L = hit_vec / hit_dist;
+
+ float cone_footprint = hit_dist * cone_tan;
+
+ /* Compute cone footprint in screen space. */
+ float homcoord = ProjectionMatrix[2][3] * hit_co_pdf.z + ProjectionMatrix[3][3];
+ cone_footprint = BRDF_BIAS * 0.5 * cone_footprint * max(ProjectionMatrix[0][0], ProjectionMatrix[1][1]) / homcoord;
+
/* Estimate a cone footprint to sample a corresponding mipmap level. */
- float mip = BRDF_BIAS * clamp(log2(cone_footprint * max(texture_size.x, texture_size.y)), 0.0, MAX_MIP) - 1.0;
+ float mip = clamp(log2(cone_footprint * max(texture_size.x, texture_size.y)), 0.0, MAX_MIP);
/* Correct UVs for mipmaping mis-alignment */
float low_mip = floor(mip);
@@ -365,7 +363,7 @@ void main()
/* Resolve SSR */
float cone_cos = cone_cosine(roughnessSquared);
float cone_tan = sqrt(1 - cone_cos * cone_cos) / cone_cos;
- cone_tan *= mix(saturate(dot(N, V) * 2.0), 1.0, roughness); /* Elongation fit */
+ cone_tan *= mix(saturate(dot(N, -V) * 2.0), 1.0, roughness); /* Elongation fit */
vec2 source_uvs = project_point(PastViewProjectionMatrix, worldPosition).xy * 0.5 + 0.5;
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