[Bf-blender-cvs] [1c76b5aff07] ui-asset-view-template: EEVEE: Add ensure_valid_reflection to glossy closures

Clément Foucault noreply at git.blender.org
Wed Mar 3 21:45:20 CET 2021


Commit: 1c76b5aff075c519133fdbfec8ed9ebea2969b47
Author: Clément Foucault
Date:   Wed Mar 3 13:14:24 2021 +0100
Branches: ui-asset-view-template
https://developer.blender.org/rB1c76b5aff075c519133fdbfec8ed9ebea2969b47

EEVEE: Add ensure_valid_reflection to glossy closures

This is ported from Cycles and fixes issues with bump/normal mapping
giving weird reflections/lighting.

Fixes T81070 Specular light should be limited to normal pointing toward the camera
Fixes T78501 Normal mapping making specular artifact

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

M	source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
M	source/blender/draw/engines/eevee/shaders/closure_eval_glossy_lib.glsl

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

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 bc2895ef3df..5f0fde134d1 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -135,6 +135,60 @@ void accumulate_light(vec3 light, float fac, inout vec4 accum)
   accum += vec4(light, 1.0) * min(fac, (1.0 - accum.a));
 }
 
+/* Same thing as Cycles without the comments to make it shorter. */
+vec3 ensure_valid_reflection(vec3 Ng, vec3 I, vec3 N)
+{
+  vec3 R = -reflect(I, N);
+
+  /* Reflection rays may always be at least as shallow as the incoming ray. */
+  float threshold = min(0.9 * dot(Ng, I), 0.025);
+  if (dot(Ng, R) >= threshold) {
+    return N;
+  }
+
+  float NdotNg = dot(N, Ng);
+  vec3 X = normalize(N - NdotNg * Ng);
+
+  float Ix = dot(I, X), Iz = dot(I, Ng);
+  float Ix2 = sqr(Ix), Iz2 = sqr(Iz);
+  float a = Ix2 + Iz2;
+
+  float b = sqrt(Ix2 * (a - sqr(threshold)));
+  float c = Iz * threshold + a;
+
+  float fac = 0.5 / a;
+  float N1_z2 = fac * (b + c), N2_z2 = fac * (-b + c);
+  bool valid1 = (N1_z2 > 1e-5) && (N1_z2 <= (1.0 + 1e-5));
+  bool valid2 = (N2_z2 > 1e-5) && (N2_z2 <= (1.0 + 1e-5));
+
+  vec2 N_new;
+  if (valid1 && valid2) {
+    /* If both are possible, do the expensive reflection-based check. */
+    vec2 N1 = vec2(sqrt(1.0 - N1_z2), sqrt(N1_z2));
+    vec2 N2 = vec2(sqrt(1.0 - N2_z2), sqrt(N2_z2));
+
+    float R1 = 2.0 * (N1.x * Ix + N1.y * Iz) * N1.y - Iz;
+    float R2 = 2.0 * (N2.x * Ix + N2.y * Iz) * N2.y - Iz;
+
+    valid1 = (R1 >= 1e-5);
+    valid2 = (R2 >= 1e-5);
+    if (valid1 && valid2) {
+      N_new = (R1 < R2) ? N1 : N2;
+    }
+    else {
+      N_new = (R1 > R2) ? N1 : N2;
+    }
+  }
+  else if (valid1 || valid2) {
+    float Nz2 = valid1 ? N1_z2 : N2_z2;
+    N_new = vec2(sqrt(1.0 - Nz2), sqrt(Nz2));
+  }
+  else {
+    return Ng;
+  }
+  return N_new.x * X + N_new.y * Ng;
+}
+
 /* ----------- Cone angle Approximation --------- */
 
 /* Return a fitted cone angle given the input roughness */
diff --git a/source/blender/draw/engines/eevee/shaders/closure_eval_glossy_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_eval_glossy_lib.glsl
index 5c10a7f451f..00d265a48b0 100644
--- a/source/blender/draw/engines/eevee/shaders/closure_eval_glossy_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/closure_eval_glossy_lib.glsl
@@ -3,6 +3,7 @@
 #pragma BLENDER_REQUIRE(lights_lib.glsl)
 #pragma BLENDER_REQUIRE(lightprobe_lib.glsl)
 #pragma BLENDER_REQUIRE(ambient_occlusion_lib.glsl)
+#pragma BLENDER_REQUIRE(bsdf_common_lib.glsl)
 
 struct ClosureInputGlossy {
   vec3 N;          /** Shading normal. */
@@ -39,6 +40,10 @@ ClosureEvalGlossy closure_Glossy_eval_init(inout ClosureInputGlossy cl_in,
   cl_in.roughness = clamp(cl_in.roughness, 1e-8, 0.9999);
   cl_out.radiance = vec3(0.0);
 
+#ifndef STEP_RESOLVE /* SSR */
+  cl_in.N = ensure_valid_reflection(cl_common.Ng, cl_common.V, cl_in.N);
+#endif
+
   float NV = dot(cl_in.N, cl_common.V);
   vec2 lut_uv = lut_coords(NV, cl_in.roughness);



More information about the Bf-blender-cvs mailing list