[Bf-blender-cvs] [fcbb8e71c56] blender2.8: Eevee: SSS: Add SSS to the principled shader.
Clément Foucault
noreply at git.blender.org
Thu Nov 16 21:51:55 CET 2017
Commit: fcbb8e71c56a413dda47c233a35d6091e34dbdae
Author: Clément Foucault
Date: Thu Nov 16 21:29:48 2017 +0100
Branches: blender2.8
https://developer.blender.org/rBfcbb8e71c56a413dda47c233a35d6091e34dbdae
Eevee: SSS: Add SSS to the principled shader.
===================================================================
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/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 8956f97c8c9..918ae2f6f92 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2864,6 +2864,12 @@ void node_bsdf_principled_simple(vec4 base_color, float subsurface, vec3 subsurf
vec3 diffuse, f0, ssr_spec;
convert_metallic_to_specular_tinted(base_color.rgb, metallic, specular, specular_tint, diffuse, f0);
+#ifdef USE_SSS
+ diffuse = mix(diffuse, vec3(0.0), subsurface);
+#else
+ diffuse = mix(diffuse, subsurface_color.rgb, subsurface);
+#endif
+
vec3 L = eevee_surface_lit(N, diffuse, f0, roughness, 1.0, int(ssr_id), ssr_spec);
vec3 vN = normalize(mat3(ViewMatrix) * N);
result = CLOSURE_DEFAULT;
@@ -2871,6 +2877,12 @@ void node_bsdf_principled_simple(vec4 base_color, float subsurface, vec3 subsurf
result.ssr_data = vec4(ssr_spec, roughness);
result.ssr_normal = normal_encode(vN, viewCameraVec);
result.ssr_id = int(ssr_id);
+
+#ifdef USE_SSS
+ /* OPTI : Make irradiance computation shared with the diffuse. */
+ result.sss_data.rgb = eevee_surface_diffuse_lit(N, vec3(1.0), 1.0) * mix(vec3(0.0), subsurface_color.rgb, subsurface);
+ result.sss_data.a = 1.0; /* TODO Find a parametrization */
+#endif
#else
node_bsdf_principled(base_color, subsurface, subsurface_radius, subsurface_color, metallic, specular,
specular_tint, roughness, anisotropic, anisotropic_rotation, sheen, sheen_tint, clearcoat,
@@ -2880,7 +2892,8 @@ void node_bsdf_principled_simple(vec4 base_color, float subsurface, vec3 subsurf
void node_bsdf_principled_clearcoat(vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular,
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, float ssr_id, out Closure result)
+ float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, float ssr_id,
+ float sss_id, out Closure result)
{
#ifdef EEVEE_ENGINE
if (clearcoat == 0.0) {
@@ -2919,6 +2932,13 @@ void node_bsdf_principled_clearcoat(vec4 base_color, float subsurface, vec3 subs
}
result = Closure(surface_color.rgb / surface_color.a, 1.0);
#else
+
+#ifdef USE_SSS
+ diffuse = mix(diffuse, vec3(0.0), subsurface);
+#else
+ diffuse = mix(diffuse, subsurface_color.rgb, subsurface);
+#endif
+
vec3 L_trans = (transmission <= 0.0) ? vec3(0.0) : eevee_surface_glass(N, base_color.rgb * ((refractionDepth > 0.0) ? base_color.rgb : vec3(1.0)), roughness, ior, REFRACT_CLOSURE_FLAG, 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);
@@ -2928,6 +2948,13 @@ void node_bsdf_principled_clearcoat(vec4 base_color, float subsurface, vec3 subs
result.ssr_data = vec4(ssr_spec, roughness);
result.ssr_normal = normal_encode(vN, viewCameraVec);
result.ssr_id = int(ssr_id);
+
+#ifdef USE_SSS
+ /* OPTI : Make irradiance computation shared with the diffuse. */
+ result.sss_data.rgb = eevee_surface_diffuse_lit(N, vec3(1.0), 1.0) * mix(vec3(0.0), subsurface_color.rgb, subsurface);
+ result.sss_data.a = 1.0; /* TODO Find a parametrization */
+#endif
+
#endif
#else
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 29a6d062947..a1686cd46ba 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
@@ -98,7 +98,17 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, bNode *node, bNodeE
&in[19].link);
}
- return GPU_stack_link(mat, node, "node_bsdf_principled_clearcoat", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_uniform(&node->ssr_id));
+ /* SSS Profile */
+ if (node->sss_id == 0) {
+ static int profile = SHD_SUBSURFACE_BURLEY;
+ bNodeSocket *socket = BLI_findlink(&node->original->inputs, 2);
+ bNodeSocketValueRGBA *socket_data = socket->default_value;
+ /* For some reason it seems that the socket value is in ARGB format. */
+ GPU_material_sss_profile_create(mat, &socket_data->value[1], &profile);
+ }
+
+ return GPU_stack_link(mat, node, "node_bsdf_principled_clearcoat", in, out, GPU_builtin(GPU_VIEW_POSITION),
+ GPU_uniform(&node->ssr_id), GPU_uniform(&node->sss_id));
}
static void node_shader_update_principled(bNodeTree *UNUSED(ntree), bNode *node)
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