[Bf-blender-cvs] [f46b908cc5e] blender2.8: Eevee: Expose Shadow filter size.
Clément Foucault
noreply at git.blender.org
Sun Sep 10 03:16:45 CEST 2017
Commit: f46b908cc5e62049e911d963303d36c4ab4e3a64
Author: Clément Foucault
Date: Sat Sep 2 01:42:34 2017 +0200
Branches: blender2.8
https://developer.blender.org/rBf46b908cc5e62049e911d963303d36c4ab4e3a64
Eevee: Expose Shadow filter size.
===================================================================
M release/scripts/startup/bl_ui/properties_data_lamp.py
M source/blender/draw/engines/eevee/eevee_lights.c
M source/blender/draw/engines/eevee/eevee_private.h
M source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
M source/blender/draw/engines/eevee/shaders/shadow_geom.glsl
M source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
===================================================================
diff --git a/release/scripts/startup/bl_ui/properties_data_lamp.py b/release/scripts/startup/bl_ui/properties_data_lamp.py
index 6c4d7e9d1c4..c9b5fa80122 100644
--- a/release/scripts/startup/bl_ui/properties_data_lamp.py
+++ b/release/scripts/startup/bl_ui/properties_data_lamp.py
@@ -377,9 +377,12 @@ class DATA_PT_EEVEE_shadow(DataButtonsPanel, Panel):
split = layout.split()
split.active = lamp.use_shadow
- col = split.column(align=True)
+ sub = split.column()
+ col = sub.column(align=True)
col.prop(lamp, "shadow_buffer_clip_start", text="Clip Start")
col.prop(lamp, "shadow_buffer_clip_end", text="Clip End")
+ col = sub.column()
+ col.prop(lamp, "shadow_buffer_soft", text="Soft")
col = split.column(align=True)
col.prop(lamp, "shadow_buffer_bias", text="Bias")
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index 20d46619787..b70cfcb01dc 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -754,6 +754,7 @@ void EEVEE_draw_shadows(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl)
srd->shadow_inv_samples_ct = 1.0f / srd->shadow_samples_ct;
srd->clip_near = la->clipsta;
srd->clip_far = la->clipend;
+ srd->filter_size = la->soft * 0.0005f;
copy_v3_v3(srd->position, ob->obmat[3]);
for (int j = 0; j < 6; j++) {
float tmp[4][4];
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index 1507e8be08e..724764b5291 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -231,6 +231,7 @@ typedef struct EEVEE_ShadowRender {
float clip_far;
float shadow_samples_ct;
float shadow_inv_samples_ct;
+ float filter_size;
} EEVEE_ShadowRender;
/* ************ VOLUME DATA ************ */
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 713fb2a31d5..97ee6bccafc 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -25,6 +25,7 @@ layout(std140) uniform shadow_render_block {
float farClip;
float shadowSampleCount;
float shadowInvSampleCount;
+ float shadowFilterSize;
};
flat in int shFace; /* Shadow layer we are rendering to. */
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl b/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl
index 508df7a6b37..4eafef05082 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl
@@ -9,6 +9,7 @@ layout(std140) uniform shadow_render_block {
float farClip;
float shadowSampleCount;
float shadowInvSampleCount;
+ float shadowFilterSize;
};
layout(triangles) in;
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
index 9a7161660f7..61a26d999b7 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
@@ -9,6 +9,7 @@ layout(std140) uniform shadow_render_block {
float farClip;
float shadowSampleCount;
float shadowInvSampleCount;
+ float shadowFilterSize;
};
#ifdef CSM
@@ -35,12 +36,13 @@ vec3 octahedral_to_cubemap_proj(vec2 co)
void make_orthonormal_basis(vec3 N, float rot, out vec3 T, out vec3 B)
{
- vec3 UpVector = (abs(N.z) < max(abs(N.x), abs(N.y))) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ vec3 UpVector = (abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
vec3 nT = normalize(cross(UpVector, N));
vec3 nB = cross(N, nT);
/* Rotate tangent space */
- vec2 dir = vec2(cos(rot * 3.1415 * 2.0), sin(rot * 3.1415 * 2.0));
+ float angle = rot * 3.1415 * 2.0;
+ vec2 dir = vec2(cos(angle), sin(angle));
T = dir.x * nT + dir.y * nB;
B = -dir.y * nT + dir.x * nB;
}
@@ -138,7 +140,7 @@ void main() {
uvs.xy = fract(uvs.xy);
/* get cubemap vector */
- vec3 cubevec = octahedral_to_cubemap_proj(uvs.xy);
+ vec3 cubevec = normalize(octahedral_to_cubemap_proj(uvs.xy));
/* TODO Can be optimized by groupping fetches
* and by converting to radial distance beforehand. */
@@ -146,8 +148,8 @@ void main() {
vec3 T, B;
make_orthonormal_basis(cubevec, wang_hash_noise(0u), T, B);
- T *= 0.01;
- B *= 0.01;
+ T *= shadowFilterSize;
+ B *= shadowFilterSize;
#ifdef ESM
float accum = 0.0;
More information about the Bf-blender-cvs
mailing list