[Bf-blender-cvs] [95797336f5a] blender2.8: Eevee: Prepare support for future Anisotropic shading.

Clément Foucault noreply at git.blender.org
Thu Jun 29 17:08:31 CEST 2017


Commit: 95797336f5ab02b9ce7fa7e9a854d34109fd6f66
Author: Clément Foucault
Date:   Thu Jun 29 15:49:51 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB95797336f5ab02b9ce7fa7e9a854d34109fd6f66

Eevee: Prepare support for future Anisotropic shading.

===================================================================

M	source/blender/draw/engines/eevee/eevee_materials.c
M	source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
M	source/blender/gpu/shaders/gpu_shader_material.glsl
M	source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c

===================================================================

diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 3b25277c8ae..b6e2864b517 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -303,8 +303,8 @@ void EEVEE_materials_init(void)
 		for (int i = 0; i < 64 * 64; i++) {
 			texels_layer[i][0] = blue_noise[i][0];
 			texels_layer[i][1] = blue_noise[i][1] * 0.5 + 0.5;
-			texels_layer[i][2] = blue_noise[i][2];
-			texels_layer[i][3] = blue_noise[i][3];
+			texels_layer[i][2] = cosf(blue_noise[i][1] * 2.0 * M_PI);
+			texels_layer[i][3] = sinf(blue_noise[i][1] * 2.0 * M_PI);
 		}
 
 		e_data.util_tex = DRW_texture_create_2D_array(64, 64, layers, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_WRAP, (float *)texels);
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
index 127a5167d0c..8bbdc57678c 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -84,7 +84,7 @@ vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao)
 		float fade = probe_attenuation_planar(pd, worldPosition, N);
 
 		if (fade > 0.0) {
-			vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.a, cameraPos, roughness, fade);
+			vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.r, cameraPos, roughness, fade);
 			accumulate_light(spec, fade, spec_accum);
 		}
 	}
@@ -221,10 +221,10 @@ vec3 eevee_surface_clearcoat_lit(
 		float fade = probe_attenuation_planar(pd, worldPosition, worldNormal);
 
 		if (fade > 0.0) {
-			vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.a, cameraPos, roughness, fade);
+			vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.r, cameraPos, roughness, fade);
 			accumulate_light(spec, fade, spec_accum);
 
-			vec3 C_spec = probe_evaluate_planar(float(i), pd, worldPosition, C_N, V, rand.a, cameraPos, C_roughness, fade);
+			vec3 C_spec = probe_evaluate_planar(float(i), pd, worldPosition, C_N, V, rand.r, cameraPos, C_roughness, fade);
 			accumulate_light(C_spec, fade, C_spec_accum);
 		}
 	}
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 1598c987143..48f9a5e0ec9 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2656,6 +2656,20 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
 	float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat,
 	float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, out vec4 result)
 {
+	/* rotate tangent */
+	if (anisotropic_rotation != 0.0) {
+		T = rotate_vector(T, N, anisotropic_rotation * 2.0 * M_PI);
+	}
+
+	/* calculate the tangent and bitangent */
+	vec3 Y = T;
+	vec3 X = normalize(cross(Y, N));
+
+	float aspect = sqrt(1.0 - anisotropic * 0.9);
+	float a = sqr(roughness);
+	float ax = max(0.001, a / aspect);
+	float ay = max(0.001, a * aspect);
+
 #ifdef EEVEE_ENGINE
 	vec4 diffuse, f0;
 	convert_metallic_to_specular(base_color, metallic, specular, diffuse, f0);
@@ -2663,9 +2677,28 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
 	/* Original value is 0.25 but this one seems to fit cycles better */
 	clearcoat *= 0.5;
 
-	vec3 surface_color = eevee_surface_clearcoat_lit(N, diffuse.rgb, f0.rgb, roughness, CN, clearcoat, clearcoat_roughness, 1.0);
+#if 0 /* Wait until temporal AA (aka. denoising) */
+	/* Distribute N in anisotropy direction. */
+	vec4 surface_color = vec4(0.0);
+	for (float i = 0.0; i < 5.0; ++i) {
+		vec4 rand = texture(utilTex, vec3((gl_FragCoord.xy + i) / LUT_SIZE, 2.0));
+
+		float tmp = sqrt( rand.x / (1.0 - rand.x) );
+		float x = (ax > ay ? ax : 0.0) * tmp * rand.z;
+		float y = (ay > ax ? ay : 0.0) * tmp * rand.w;
+		vec3 Ht = normalize(vec3(x, y, 1.0));
+		N = tangent_to_world(Ht, N, Y, X);
+
+		if (dot(N, cameraVec) > 0) {
+			surface_color.rgb += eevee_surface_clearcoat_lit(N, diffuse.rgb, f0.rgb, sqrt(min(ax, ay)), CN, clearcoat, clearcoat_roughness, 1.0);
+			surface_color.a += 1.0;
+		}
+	}
+	result = vec4(surface_color.rgb / surface_color.a, 1.0);
+#else
+	result = vec4(eevee_surface_clearcoat_lit(N, diffuse.rgb, f0.rgb, sqrt(min(ax, ay)), CN, clearcoat * 0.5, clearcoat_roughness, 1.0), 1.0);
+#endif
 
-	result = vec4(surface_color, 1.0);
 #else
 	/* ambient light */
 	// TODO: set ambient light to an appropriate value
@@ -2676,30 +2709,6 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
 	/* set the viewing vector */
 	vec3 V = (ProjectionMatrix[3][3] == 0.0) ? -normalize(I) : vec3(0.0, 0.0, 1.0);
 
-	/* get the tangent */
-	vec3 Tangent = T;
-	if (T == vec3(0.0)) {
-		// if no tangent is set, use a default tangent
-		Tangent = vec3(1.0, 0.0, 0.0);
-		if (N.x != 0.0 || N.y != 0.0) {
-			vec3 N_xz = normalize(vec3(N.x, 0.0, N.z));
-
-			vec3 axis = normalize(cross(vec3(0.0, 0.0, 1.0), N_xz));
-			float angle = acos(dot(vec3(0.0, 0.0, 1.0), N_xz));
-
-			Tangent = normalize(rotate_vector(vec3(1.0, 0.0, 0.0), axis, angle));
-		}
-	}
-
-	/* rotate tangent */
-	if (anisotropic_rotation != 0.0) {
-		Tangent = rotate_vector(Tangent, N, anisotropic_rotation * 2.0 * M_PI);
-	}
-
-	/* calculate the tangent and bitangent */
-	vec3 Y = normalize(cross(N, Tangent));
-	vec3 X = cross(Y, N);
-
 	/* fresnel normalization parameters */
 	float F0 = fresnel_dielectric_0(eta);
 	float F0_norm = 1.0 / (1.0 - F0);
@@ -2742,10 +2751,6 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
 			float ss = 1.25 * (Fss * (1.0 / (NdotL + NdotV) - 0.5) + 0.5);
 
 			// specular
-			float aspect = sqrt(1.0 - anisotropic * 0.9);
-			float a = sqr(roughness);
-			float ax = max(0.001, a / aspect);
-			float ay = max(0.001, a * aspect);
 			float Ds = GTR2_aniso(NdotH, dot(H, X), dot(H, Y), ax, ay); //GTR2(NdotH, a);
 			float FH = (fresnel_dielectric_cos(LdotH, eta) - F0) * F0_norm;
 			vec3 Fs = mix(Cspec0, vec3(1.0), FH);
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
index f34c0e603ac..c3940573a29 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
@@ -89,6 +89,15 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, bNode *UNUSED(node)
 		GPU_link(mat, "world_normals_get", &in[18].link);
 	}
 
+	/* Tangents */
+	if (!in[19].link) {
+		GPUNodeLink *orco = GPU_attribute(CD_ORCO, "");
+		GPU_link(mat, "tangent_orco_z", orco, &in[19].link);
+		GPU_link(mat, "node_tangent",
+		        GPU_builtin(GPU_VIEW_NORMAL), in[19].link, GPU_builtin(GPU_OBJECT_MATRIX), GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
+		        &in[19].link);
+	}
+
 	return GPU_stack_link(mat, "node_bsdf_principled", in, out, GPU_builtin(GPU_VIEW_POSITION));
 }




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