Eevee: Add support for hair random property.

Do note that it does not match cycles implementation.

Also we could precompute the hash per strand before rendering but that would
suggest it's not per engine specific.

If we make the random value internal to blender then it won't be a matter
because other renderers will have access to the same value.
This commit is contained in:
2018-06-02 09:25:23 +02:00
parent 4430bd3644
commit 08a2c5f224
4 changed files with 18 additions and 1 deletions

View File

@@ -143,6 +143,20 @@ vec2 mip_ratio_interp(float mip) {
float low_mip = floor(mip);
return mix(mipRatio[int(low_mip)], mipRatio[int(low_mip + 1.0)], mip - low_mip);
}
/* ------- RNG ------- */
float wang_hash_noise(uint s)
{
s = (s ^ 61u) ^ (s >> 16u);
s *= 9u;
s = s ^ (s >> 4u);
s *= 0x27d4eb2du;
s = s ^ (s >> 15u);
return fract(float(s) / 4294967296.0);
}
/* ------- Fast Math ------- */
/* [Drobot2014a] Low Level Optimizations for GCN */

View File

@@ -26,6 +26,7 @@ in vec3 hairTangent; /* world space */
in float hairThickTime;
in float hairThickness;
in float hairTime;
flat in int hairStrandID;
uniform int hairThicknessRes = 1;
#endif

View File

@@ -35,11 +35,13 @@ out vec3 hairTangent;
out float hairThickTime;
out float hairThickness;
out float hairTime;
flat out int hairStrandID;
#endif
void main()
{
#ifdef HAIR_SHADER
hairStrandID = hair_get_strand_id();
vec3 pos, binor;
hair_get_pos_tan_binor_time(
(ProjectionMatrix[3][3] == 0.0),

View File

@@ -2486,7 +2486,7 @@ void node_hair_info(out float is_strand, out float intercept, out float thicknes
intercept = hairTime;
thickness = hairThickness;
tangent = normalize(hairTangent);
random = 0.0;
random = wang_hash_noise(uint(hairStrandID)); /* TODO: could be precomputed per strand instead. */
#else
is_strand = 0.0;
intercept = 0.0;