Eevee: SSR: Output ssr datas to buffers.

Output in 2 buffers Normals, Specular Color and roughness.
This way we can raytrace in a defered fashion and blend the exact contribution of the specular lobe on top of the opaque pass.
This commit is contained in:
2017-07-16 23:49:25 +02:00
parent 04f8e1b21c
commit 2a84331f02
14 changed files with 393 additions and 92 deletions

View File

@@ -710,6 +710,24 @@ class RENDER_PT_eevee_volumetric(RenderButtonsPanel, Panel):
col.prop(props, "volumetric_colored_transmittance")
class RENDER_PT_eevee_shading(RenderButtonsPanel, Panel):
bl_label = "Shading"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
scene = context.scene
return scene and (scene.render.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
props = scene.layer_properties['BLENDER_EEVEE']
col = layout.column()
col.prop(props, "ssr_enable")
classes = (
RENDER_MT_presets,
RENDER_MT_ffmpeg_presets,
@@ -730,6 +748,7 @@ classes = (
RENDER_PT_eevee_poststack_settings,
RENDER_PT_eevee_postprocess_settings,
RENDER_PT_eevee_volumetric,
RENDER_PT_eevee_shading,
)
if __name__ == "__main__": # only for live edit.

View File

@@ -250,6 +250,26 @@ class RENDERLAYER_PT_eevee_volumetric(RenderLayerButtonsPanel, Panel):
col.template_override_property(layer_props, scene_props, "volumetric_colored_transmittance")
class RENDERLAYER_PT_eevee_shading(RenderLayerButtonsPanel, Panel):
bl_label = "Shading"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
scene = context.scene
return scene and (scene.render.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.render_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.template_override_property(layer_props, scene_props, "ssr_enable")
classes = (
RENDERLAYER_UL_renderlayers,
RENDERLAYER_PT_layers,
@@ -258,6 +278,7 @@ classes = (
RENDERLAYER_PT_clay_settings,
RENDERLAYER_PT_eevee_poststack_settings,
RENDERLAYER_PT_eevee_postprocess_settings,
RENDERLAYER_PT_eevee_shading,
RENDERLAYER_PT_eevee_volumetric,
)

View File

@@ -139,6 +139,7 @@ data_to_c_simple(engines/eevee/shaders/effect_dof_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_dof_geom.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_dof_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_motion_blur_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_ssr_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_geom.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_vert.glsl SRC)

View File

@@ -73,9 +73,14 @@ static struct {
/* Volumetric */
struct GPUShader *volumetric_upsample_sh;
/* Screen Space Reflection */
struct GPUShader *ssr_raytrace_sh;
struct GPUShader *ssr_resolve_sh;
struct GPUTexture *depth_src;
} e_data = {NULL}; /* Engine data */
extern char datatoc_effect_ssr_frag_glsl[];
extern char datatoc_effect_minmaxz_frag_glsl[];
extern char datatoc_effect_motion_blur_frag_glsl[];
extern char datatoc_effect_bloom_frag_glsl[];
@@ -158,6 +163,9 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
/* Shaders */
if (!e_data.motion_blur_sh) {
e_data.ssr_raytrace_sh = DRW_shader_create_fullscreen(datatoc_effect_ssr_frag_glsl, "#define STEP_RAYTRACE\n");
e_data.ssr_resolve_sh = DRW_shader_create_fullscreen(datatoc_effect_ssr_frag_glsl, "#define STEP_RESOLVE\n");
e_data.volumetric_upsample_sh = DRW_shader_create_fullscreen(datatoc_volumetric_frag_glsl, "#define STEP_UPSAMPLE\n");
e_data.minmaxz_downlevel_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, NULL);
@@ -478,6 +486,43 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
}
}
}
if (BKE_collection_engine_property_value_get_bool(props, "ssr_enable")) {
effects->enabled_effects |= EFFECT_SSR;
int tracing_res[2] = {(int)viewport_size[0] / 2, (int)viewport_size[1] / 2};
const bool record_two_hit = false;
const bool high_qual_input = true; /* TODO dither low quality input */
/* MRT for the shading pass in order to output needed data for the SSR pass. */
/* TODO create one texture layer per lobe */
if (txl->ssr_normal_input == NULL) {
DRWTextureFormat nor_format = DRW_TEX_RG_16;
txl->ssr_normal_input = DRW_texture_create_2D((int)viewport_size[0], (int)viewport_size[1], nor_format, 0, NULL);
DRW_framebuffer_texture_attach(fbl->main, txl->ssr_normal_input, 1, 0);
}
if (txl->ssr_specrough_input == NULL) {
DRWTextureFormat specrough_format = (high_qual_input) ? DRW_TEX_RGBA_16 : DRW_TEX_RGBA_8;
txl->ssr_specrough_input = DRW_texture_create_2D((int)viewport_size[0], (int)viewport_size[1], specrough_format, 0, NULL);
DRW_framebuffer_texture_attach(fbl->main, txl->ssr_specrough_input, 2, 0);
}
/* Raytracing output */
/* TODO try integer format for hit coord to increase precision */
DRWFboTexture tex_output[2] = {{&txl->ssr_hit_output, (record_two_hit) ? DRW_TEX_RGBA_16 : DRW_TEX_RG_16, 0},
{&txl->ssr_pdf_output, (record_two_hit) ? DRW_TEX_RG_16 : DRW_TEX_R_16, 0}};
DRW_framebuffer_init(&fbl->screen_tracing_fb, &draw_engine_eevee_type, tracing_res[0], tracing_res[1], tex_output, 2);
}
else {
/* Cleanup to release memory */
DRW_TEXTURE_FREE_SAFE(txl->ssr_normal_input);
DRW_TEXTURE_FREE_SAFE(txl->ssr_specrough_input);
DRW_TEXTURE_FREE_SAFE(txl->ssr_hit_output);
DRW_TEXTURE_FREE_SAFE(txl->ssr_pdf_output);
DRW_FRAMEBUFFER_FREE_SAFE(fbl->screen_tracing_fb);
}
}
static DRWShadingGroup *eevee_create_bloom_pass(const char *name, EEVEE_EffectsInfo *effects, struct GPUShader *sh, DRWPass **pass, bool upsample)
@@ -566,6 +611,24 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
}
}
if ((effects->enabled_effects & EFFECT_SSR) != 0) {
psl->ssr_raytrace = DRW_pass_create("Raytrace", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.ssr_raytrace_sh, psl->ssr_raytrace);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_uniform_buffer(grp, "normalBuffer", &stl->g_data->minmaxz);
DRW_shgroup_uniform_buffer(grp, "specRoughBuffer", &stl->g_data->minmaxz);
DRW_shgroup_call_add(grp, quad, NULL);
psl->ssr_resolve = DRW_pass_create("Raytrace", DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(e_data.ssr_resolve_sh, psl->ssr_resolve);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_uniform_buffer(grp, "normalBuffer", &txl->ssr_normal_input);
DRW_shgroup_uniform_buffer(grp, "specroughBuffer", &txl->ssr_specrough_input);
DRW_shgroup_uniform_buffer(grp, "hitBuffer", &txl->ssr_hit_output);
DRW_shgroup_uniform_buffer(grp, "pdfBuffer", &txl->ssr_pdf_output);
DRW_shgroup_call_add(grp, quad, NULL);
}
{
psl->minmaxz_downlevel = DRW_pass_create("HiZ Down Level", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.minmaxz_downlevel_sh, psl->minmaxz_downlevel);
@@ -726,6 +789,7 @@ void EEVEE_effects_do_volumetrics(EEVEE_SceneLayerData *sldata, EEVEE_Data *veda
EEVEE_EffectsInfo *effects = stl->effects;
if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
return;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
e_data.depth_src = dtxl->depth;
@@ -758,6 +822,35 @@ void EEVEE_effects_do_volumetrics(EEVEE_SceneLayerData *sldata, EEVEE_Data *veda
}
}
void EEVEE_effects_do_ssr(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_EffectsInfo *effects = stl->effects;
if ((effects->enabled_effects & EFFECT_SSR) != 0) {
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
/* Raytrace at halfres. */
DRW_framebuffer_bind(fbl->screen_tracing_fb);
DRW_draw_pass(psl->ssr_raytrace);
/* Resolve at fullres */
DRW_framebuffer_texture_detach(dtxl->depth);
DRW_framebuffer_texture_detach(txl->ssr_normal_input);
DRW_framebuffer_texture_detach(txl->ssr_specrough_input);
DRW_framebuffer_bind(fbl->main);
DRW_draw_pass(psl->ssr_resolve);
/* Restore */
DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0);
DRW_framebuffer_texture_attach(fbl->main, txl->ssr_normal_input, 1, 0);
DRW_framebuffer_texture_attach(fbl->main, txl->ssr_specrough_input, 2, 0);
}
}
void EEVEE_draw_effects(EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
@@ -881,6 +974,9 @@ void EEVEE_draw_effects(EEVEE_Data *vedata)
void EEVEE_effects_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.ssr_raytrace_sh);
DRW_SHADER_FREE_SAFE(e_data.ssr_resolve_sh);
DRW_SHADER_FREE_SAFE(e_data.volumetric_upsample_sh);
DRW_SHADER_FREE_SAFE(e_data.minmaxz_downlevel_sh);

View File

@@ -155,6 +155,7 @@ static void EEVEE_draw_scene(void *vedata)
DRW_framebuffer_bind(fbl->main);
DRW_framebuffer_clear(false, true, false, NULL, 1.0f);
/* TODO move background after depth pass to cut some overdraw */
DRW_draw_pass(psl->background_pass);
/* Depth prepass */
@@ -172,6 +173,9 @@ static void EEVEE_draw_scene(void *vedata)
EEVEE_draw_default_passes(psl);
DRW_draw_pass(psl->material_pass);
/* Screen Space Reflections */
EEVEE_effects_do_ssr(sldata, vedata);
/* Volumetrics */
EEVEE_effects_do_volumetrics(sldata, vedata);
@@ -206,6 +210,8 @@ static void EEVEE_scene_layer_settings_create(RenderEngine *UNUSED(engine), IDPr
props->type == IDP_GROUP &&
props->subtype == IDP_GROUP_SUB_ENGINE_RENDER);
BKE_collection_engine_property_add_bool(props, "ssr_enable", false);
BKE_collection_engine_property_add_bool(props, "volumetric_enable", false);
BKE_collection_engine_property_add_float(props, "volumetric_start", 0.1f);
BKE_collection_engine_property_add_float(props, "volumetric_end", 100.0f);

View File

@@ -253,8 +253,15 @@ static char *eevee_get_volume_defines(int options)
return str;
}
static void add_standard_uniforms(DRWShadingGroup *shgrp, EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
/**
* ssr_id can be null to disable ssr contribution.
**/
static void add_standard_uniforms(DRWShadingGroup *shgrp, EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata, int *ssr_id)
{
if (ssr_id == NULL) {
static int no_ssr = -1.0f;
ssr_id = &no_ssr;
}
DRW_shgroup_uniform_block(shgrp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(shgrp, "grid_block", sldata->grid_ubo);
DRW_shgroup_uniform_block(shgrp, "planar_block", sldata->planar_ubo);
@@ -273,6 +280,7 @@ static void add_standard_uniforms(DRWShadingGroup *shgrp, EEVEE_SceneLayerData *
DRW_shgroup_uniform_buffer(shgrp, "irradianceGrid", &sldata->irradiance_pool);
DRW_shgroup_uniform_buffer(shgrp, "shadowCubes", &sldata->shadow_depth_cube_pool);
DRW_shgroup_uniform_buffer(shgrp, "shadowCascades", &sldata->shadow_depth_cascade_pool);
DRW_shgroup_uniform_int(shgrp, "outputSsrId", ssr_id, 1);
if (vedata->stl->effects->use_ao) {
DRW_shgroup_uniform_vec4(shgrp, "viewvecs[0]", (float *)&vedata->stl->g_data->viewvecs, 2);
DRW_shgroup_uniform_buffer(shgrp, "minMaxDepthTex", &vedata->stl->g_data->minmaxz);
@@ -583,8 +591,10 @@ struct GPUMaterial *EEVEE_material_hair_get(
**/
static struct DRWShadingGroup *EEVEE_default_shading_group_create(
EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata, DRWPass *pass,
bool is_hair, bool is_flat_normal, bool use_ao, bool use_bent_normals, bool use_blend)
bool is_hair, bool is_flat_normal, bool use_ao, bool use_bent_normals, bool use_blend, bool use_ssr)
{
static int ssr_id;
ssr_id = (use_ssr) ? 0 : -1;
int options = VAR_MAT_MESH;
if (is_hair) options |= VAR_MAT_HAIR;
@@ -598,7 +608,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_create(
}
DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], pass);
add_standard_uniforms(shgrp, sldata, vedata);
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id);
return shgrp;
}
@@ -608,8 +618,10 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_create(
**/
static struct DRWShadingGroup *EEVEE_default_shading_group_get(
EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata,
bool is_hair, bool is_flat_normal, bool use_ao, bool use_bent_normals)
bool is_hair, bool is_flat_normal, bool use_ao, bool use_bent_normals, bool use_ssr)
{
static int ssr_id;
ssr_id = (use_ssr) ? 0 : -1;
int options = VAR_MAT_MESH;
if (is_hair) options |= VAR_MAT_HAIR;
@@ -626,7 +638,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get(
vedata->psl->default_pass[options] = DRW_pass_create("Default Lit Pass", state);
DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], vedata->psl->default_pass[options]);
add_standard_uniforms(shgrp, sldata, vedata);
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id);
}
return DRW_shgroup_create(e_data.default_lit[options], vedata->psl->default_pass[options]);
@@ -638,12 +650,14 @@ void EEVEE_materials_cache_init(EEVEE_Data *vedata)
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
{
/* Global AO Switch*/
const DRWContextState *draw_ctx = DRW_context_state_get();
SceneLayer *scene_layer = draw_ctx->scene_layer;
IDProperty *props = BKE_scene_layer_engine_evaluated_get(scene_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
/* Global AO Switch*/
stl->effects->use_ao = BKE_collection_engine_property_value_get_bool(props, "gtao_enable");
stl->effects->use_bent_normals = BKE_collection_engine_property_value_get_bool(props, "gtao_use_bent_normals");
/* SSR switch */
stl->effects->use_ssr = BKE_collection_engine_property_value_get_bool(props, "ssr_enable");
}
/* Create Material Ghash */
@@ -781,7 +795,9 @@ static void material_opaque(
*shgrp = DRW_shgroup_material_create(*gpumat, psl->material_pass);
if (*shgrp) {
add_standard_uniforms(*shgrp, sldata, vedata);
static int ssr_id;
ssr_id = (stl->effects->use_ssr) ? 0 : -1;
add_standard_uniforms(*shgrp, sldata, vedata, &ssr_id);
}
else {
/* Shader failed : pink color */
@@ -813,7 +829,7 @@ static void material_opaque(
/* Fallback to default shader */
if (*shgrp == NULL) {
*shgrp = EEVEE_default_shading_group_get(sldata, vedata, false, use_flat_nor,
stl->effects->use_ao, stl->effects->use_bent_normals);
stl->effects->use_ao, stl->effects->use_bent_normals, stl->effects->use_ssr);
DRW_shgroup_uniform_vec3(*shgrp, "basecol", color_p, 1);
DRW_shgroup_uniform_float(*shgrp, "metallic", metal_p, 1);
DRW_shgroup_uniform_float(*shgrp, "specular", spec_p, 1);
@@ -855,7 +871,8 @@ static void material_transparent(
*shgrp = DRW_shgroup_material_create(*gpumat, psl->transparent_pass);
if (*shgrp) {
add_standard_uniforms(*shgrp, sldata, vedata);
static int ssr_id = -1; /* TODO transparent SSR */
add_standard_uniforms(*shgrp, sldata, vedata, &ssr_id);
}
else {
/* Shader failed : pink color */
@@ -871,7 +888,7 @@ static void material_transparent(
if (*shgrp == NULL) {
*shgrp = EEVEE_default_shading_group_create(
sldata, vedata, psl->transparent_pass,
false, use_flat_nor, stl->effects->use_ao, stl->effects->use_bent_normals, true);
false, use_flat_nor, stl->effects->use_ao, stl->effects->use_bent_normals, true, false);
DRW_shgroup_uniform_vec3(*shgrp, "basecol", color_p, 1);
DRW_shgroup_uniform_float(*shgrp, "metallic", metal_p, 1);
DRW_shgroup_uniform_float(*shgrp, "specular", spec_p, 1);
@@ -1089,7 +1106,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
shgrp = DRW_shgroup_material_create(gpumat, psl->material_pass);
if (shgrp) {
add_standard_uniforms(shgrp, sldata, vedata);
add_standard_uniforms(shgrp, sldata, vedata, NULL);
BLI_ghash_insert(material_hash, ma, shgrp);
@@ -1108,7 +1125,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
/* Fallback to default shader */
if (shgrp == NULL) {
shgrp = EEVEE_default_shading_group_get(sldata, vedata, true, false,
stl->effects->use_ao, stl->effects->use_bent_normals);
stl->effects->use_ao, stl->effects->use_bent_normals, stl->effects->use_ssr);
DRW_shgroup_uniform_vec3(shgrp, "basecol", color_p, 1);
DRW_shgroup_uniform_float(shgrp, "metallic", metal_p, 1);
DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1);

View File

@@ -109,6 +109,8 @@ typedef struct EEVEE_PassList {
struct DRWPass *volumetric_integrate_ps;
struct DRWPass *volumetric_resolve_ps;
struct DRWPass *volumetric_resolve_transmit_ps;
struct DRWPass *ssr_raytrace;
struct DRWPass *ssr_resolve;
struct DRWPass *depth_pass;
struct DRWPass *depth_pass_cull;
@@ -131,6 +133,7 @@ typedef struct EEVEE_FramebufferList {
struct GPUFrameBuffer *dof_scatter_far_fb;
struct GPUFrameBuffer *dof_scatter_near_fb;
struct GPUFrameBuffer *volumetric_fb;
struct GPUFrameBuffer *screen_tracing_fb;
struct GPUFrameBuffer *planarref_fb;
@@ -149,6 +152,11 @@ typedef struct EEVEE_TextureList {
struct GPUTexture *bloom_downsample[MAX_BLOOM_STEP]; /* R16_G16_B16 */
struct GPUTexture *bloom_upsample[MAX_BLOOM_STEP-1]; /* R16_G16_B16 */
struct GPUTexture *ssr_normal_input;
struct GPUTexture *ssr_specrough_input;
struct GPUTexture *ssr_hit_output;
struct GPUTexture *ssr_pdf_output;
struct GPUTexture *planar_pool;
struct GPUTexture *color; /* R16_G16_B16 */
@@ -300,6 +308,9 @@ enum {
typedef struct EEVEE_EffectsInfo {
int enabled_effects;
/* SSR */
bool use_ssr;
/* Ambient Occlusion */
bool use_ao, use_bent_normals;
float ao_dist, ao_samples, ao_factor;
@@ -339,6 +350,7 @@ enum {
EFFECT_BLOOM = (1 << 1),
EFFECT_DOF = (1 << 2),
EFFECT_VOLUMETRIC = (1 << 3),
EFFECT_SSR = (1 << 4),
};
/* ************** SCENE LAYER DATA ************** */
@@ -486,6 +498,7 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, struct GPUTexture *depth_src);
void EEVEE_effects_do_volumetrics(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_effects_do_ssr(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_draw_effects(EEVEE_Data *vedata);
void EEVEE_effects_free(void);

View File

@@ -66,13 +66,28 @@ Closure closure_add(Closure cl1, Closure cl2)
struct Closure {
vec3 radiance;
float opacity;
vec4 ssr_data;
vec2 ssr_normal;
int ssr_id;
};
#define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0)
#define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0, vec4(0.0), vec2(0.0), -1)
uniform int outputSsrId;
Closure closure_mix(Closure cl1, Closure cl2, float fac)
{
Closure cl;
if (cl1.ssr_id == outputSsrId) {
cl.ssr_data = mix(cl1.ssr_data.xyzw, vec4(vec3(0.0), cl1.ssr_data.w), fac); /* do not blend roughness */
cl.ssr_normal = cl1.ssr_normal;
cl.ssr_id = cl1.ssr_id;
}
else {
cl.ssr_data = mix(vec4(vec3(0.0), cl2.ssr_data.w), cl2.ssr_data.xyzw, fac); /* do not blend roughness */
cl.ssr_normal = cl2.ssr_normal;
cl.ssr_id = cl2.ssr_id;
}
cl.radiance = mix(cl1.radiance, cl2.radiance, fac);
cl.opacity = mix(cl1.opacity, cl2.opacity, fac);
return cl;
@@ -80,12 +95,30 @@ Closure closure_mix(Closure cl1, Closure cl2, float fac)
Closure closure_add(Closure cl1, Closure cl2)
{
Closure cl;
Closure cl = (cl1.ssr_id == outputSsrId) ? cl1 : cl2;
cl.radiance = cl1.radiance + cl2.radiance;
cl.opacity = cl1.opacity + cl2.opacity;
return cl;
}
#if defined(MESH_SHADER) && !defined(SHADOW_SHADER)
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec4 ssrNormals;
layout(location = 2) out vec4 ssrData;
Closure nodetree_exec(void); /* Prototype */
#define NODETREE_EXEC
void main()
{
Closure cl = nodetree_exec();
fragColor = vec4(cl.radiance, cl.opacity);
ssrNormals = cl.ssr_normal.xyyy;
ssrData = cl.ssr_data;
}
#endif /* MESH_SHADER && !SHADOW_SHADER */
#endif /* VOLUMETRICS */
Closure nodetree_exec(void); /* Prototype */
@@ -101,7 +134,6 @@ void main()
Closure cl = nodetree_exec();
fragColor = vec4(mix(vec3(1.0), cl.radiance, cl.opacity), 1.0);
}
#endif
struct LightData {

View File

@@ -4,17 +4,19 @@ uniform float metallic;
uniform float specular;
uniform float roughness;
out vec4 FragColor;
void main()
Closure nodetree_exec(void)
{
vec3 dielectric = vec3(0.034) * specular * 2.0;
vec3 diffuse = mix(basecol, vec3(0.0), metallic);
vec3 f0 = mix(dielectric, basecol, metallic);
vec3 radiance = eevee_surface_lit((gl_FrontFacing) ? worldNormal : -worldNormal, diffuse, f0, roughness, 1.0);
#if defined(USE_ALPHA_BLEND)
FragColor = vec4(radiance, 1.0);
#else
FragColor = vec4(radiance, length(viewPosition));
vec3 ssr_spec;
vec3 radiance = eevee_surface_lit((gl_FrontFacing) ? worldNormal : -worldNormal, diffuse, f0, roughness, 1.0, 0, ssr_spec);
Closure result = Closure(radiance, 1.0, vec4(ssr_spec, roughness), viewNormal.xy, 0);
#if !defined(USE_ALPHA_BLEND)
result.opacity = length(viewPosition);
#endif
return result;
}

View File

@@ -0,0 +1,36 @@
#ifdef STEP_RAYTRACE
uniform sampler2D depthBuffer;
uniform sampler2D normalBuffer;
uniform sampler2D specroughBuffer;
layout(location = 0) out vec4 hitData;
layout(location = 1) out vec4 pdfData;
void main()
{
hitData = vec4(0.2);
pdfData = vec4(0.5);
}
#else /* STEP_RESOLVE */
uniform sampler2D depthBuffer;
uniform sampler2D normalBuffer;
uniform sampler2D specroughBuffer;
uniform sampler2D hitBuffer;
uniform sampler2D pdfBuffer;
out vec4 fragColor;
void main()
{
ivec2 halfres_texel = ivec2(gl_FragCoord.xy / 2.0);
ivec2 fullres_texel = ivec2(gl_FragCoord.xy);
fragColor = vec4(texelFetch(specroughBuffer, fullres_texel, 0).aaa, 1.0);
}
#endif

View File

@@ -24,7 +24,7 @@ in vec3 viewNormal;
/* ----------- default ----------- */
vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao, float ssr_id)
vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao, int ssr_id, out vec3 ssr_spec)
{
/* Zero length vectors cause issues, see: T51979. */
#if 0
@@ -89,37 +89,40 @@ vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao,
/* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
vec4 spec_accum = vec4(0.0);
/* Planar Reflections */
for (int i = 0; i < MAX_PLANAR && i < planar_count && spec_accum.a < 0.999; ++i) {
PlanarData pd = planars_data[i];
/* SSR lobe is applied later in a defered style */
if (ssr_id != outputSsrId) {
/* Planar Reflections */
for (int i = 0; i < MAX_PLANAR && i < planar_count && spec_accum.a < 0.999; ++i) {
PlanarData pd = planars_data[i];
float fade = probe_attenuation_planar(pd, worldPosition, N);
float fade = probe_attenuation_planar(pd, worldPosition, N);
if (fade > 0.0) {
vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.r, cameraPos, roughness, fade);
accumulate_light(spec, fade, spec_accum);
if (fade > 0.0) {
vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.r, cameraPos, roughness, fade);
accumulate_light(spec, fade, spec_accum);
}
}
}
/* Specular probes */
vec3 spec_dir = get_specular_dominant_dir(N, V, roughnessSquared);
/* Specular probes */
vec3 spec_dir = get_specular_dominant_dir(N, V, roughnessSquared);
/* Starts at 1 because 0 is world probe */
for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999; ++i) {
CubeData cd = probes_data[i];
/* Starts at 1 because 0 is world probe */
for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999; ++i) {
CubeData cd = probes_data[i];
float fade = probe_attenuation_cube(cd, worldPosition);
float fade = probe_attenuation_cube(cd, worldPosition);
if (fade > 0.0) {
vec3 spec = probe_evaluate_cube(float(i), cd, worldPosition, spec_dir, roughness);
accumulate_light(spec, fade, spec_accum);
if (fade > 0.0) {
vec3 spec = probe_evaluate_cube(float(i), cd, worldPosition, spec_dir, roughness);
accumulate_light(spec, fade, spec_accum);
}
}
}
/* World Specular */
if (spec_accum.a < 0.999) {
vec3 spec = probe_evaluate_world_spec(spec_dir, roughness);
accumulate_light(spec, 1.0, spec_accum);
/* World Specular */
if (spec_accum.a < 0.999) {
vec3 spec = probe_evaluate_world_spec(spec_dir, roughness);
accumulate_light(spec, 1.0, spec_accum);
}
}
/* Ambient Occlusion */
@@ -130,7 +133,8 @@ vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao,
vec2 uv = lut_coords(dot(N, V), roughness);
vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
out_light += spec_accum.rgb * F_ibl(f0, brdf_lut) * specular_occlusion(dot(N, V), final_ao, roughness) * float(specToggle);
ssr_spec = F_ibl(f0, brdf_lut) * specular_occlusion(dot(N, V), final_ao, roughness);
out_light += spec_accum.rgb * ssr_spec * float(specToggle);
/* ---------------- DIFFUSE ENVIRONMENT LIGHTING ----------------- */
@@ -166,7 +170,7 @@ vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao,
vec3 eevee_surface_clearcoat_lit(
vec3 N, vec3 albedo, vec3 f0, float roughness,
vec3 C_N, float C_intensity, float C_roughness, /* Clearcoat params */
float ao, float ssr_id)
float ao, int ssr_id, out vec3 ssr_spec)
{
roughness = clamp(roughness, 1e-8, 0.9999);
float roughnessSquared = roughness * roughness;
@@ -233,8 +237,10 @@ 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.r, cameraPos, roughness, fade);
accumulate_light(spec, fade, spec_accum);
if (ssr_id != outputSsrId) {
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.r, cameraPos, C_roughness, fade);
accumulate_light(C_spec, fade, C_spec_accum);
@@ -252,8 +258,10 @@ vec3 eevee_surface_clearcoat_lit(
float fade = probe_attenuation_cube(cd, worldPosition);
if (fade > 0.0) {
vec3 spec = probe_evaluate_cube(float(i), cd, worldPosition, spec_dir, roughness);
accumulate_light(spec, fade, spec_accum);
if (ssr_id != outputSsrId) {
vec3 spec = probe_evaluate_cube(float(i), cd, worldPosition, spec_dir, roughness);
accumulate_light(spec, fade, spec_accum);
}
vec3 C_spec = probe_evaluate_cube(float(i), cd, worldPosition, C_spec_dir, C_roughness);
accumulate_light(C_spec, fade, C_spec_accum);
@@ -262,8 +270,10 @@ vec3 eevee_surface_clearcoat_lit(
/* World Specular */
if (spec_accum.a < 0.999) {
vec3 spec = probe_evaluate_world_spec(spec_dir, roughness);
accumulate_light(spec, 1.0, spec_accum);
if (ssr_id != outputSsrId) {
vec3 spec = probe_evaluate_world_spec(spec_dir, roughness);
accumulate_light(spec, 1.0, spec_accum);
}
vec3 C_spec = probe_evaluate_world_spec(C_spec_dir, C_roughness);
accumulate_light(C_spec, 1.0, C_spec_accum);
@@ -277,7 +287,8 @@ vec3 eevee_surface_clearcoat_lit(
vec2 uv = lut_coords(dot(N, V), roughness);
vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
out_light += spec_accum.rgb * F_ibl(f0, brdf_lut) * specular_occlusion(dot(N, V), final_ao, roughness) * float(specToggle);
ssr_spec = F_ibl(f0, brdf_lut) * specular_occlusion(dot(N, V), final_ao, roughness);
out_light += spec_accum.rgb * ssr_spec * float(specToggle);
uv = lut_coords(dot(C_N, V), C_roughness);
brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
@@ -392,7 +403,7 @@ vec3 eevee_surface_diffuse_lit(vec3 N, vec3 albedo, float ao)
/* ----------- Glossy ----------- */
vec3 eevee_surface_glossy_lit(vec3 N, vec3 f0, float roughness, float ao)
vec3 eevee_surface_glossy_lit(vec3 N, vec3 f0, float roughness, float ao, int ssr_id, out vec3 ssr_spec)
{
roughness = clamp(roughness, 1e-8, 0.9999);
float roughnessSquared = roughness * roughness;
@@ -442,37 +453,39 @@ vec3 eevee_surface_glossy_lit(vec3 N, vec3 f0, float roughness, float ao)
/* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
vec4 spec_accum = vec4(0.0);
/* Planar Reflections */
for (int i = 0; i < MAX_PLANAR && i < planar_count && spec_accum.a < 0.999; ++i) {
PlanarData pd = planars_data[i];
if (ssr_id != outputSsrId) {
/* Planar Reflections */
for (int i = 0; i < MAX_PLANAR && i < planar_count && spec_accum.a < 0.999; ++i) {
PlanarData pd = planars_data[i];
float fade = probe_attenuation_planar(pd, worldPosition, N);
float fade = probe_attenuation_planar(pd, worldPosition, N);
if (fade > 0.0) {
vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.r, cameraPos, roughness, fade);
accumulate_light(spec, fade, spec_accum);
if (fade > 0.0) {
vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.r, cameraPos, roughness, fade);
accumulate_light(spec, fade, spec_accum);
}
}
}
/* Specular probes */
vec3 spec_dir = get_specular_dominant_dir(N, V, roughnessSquared);
/* Specular probes */
vec3 spec_dir = get_specular_dominant_dir(N, V, roughnessSquared);
/* Starts at 1 because 0 is world probe */
for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999; ++i) {
CubeData cd = probes_data[i];
/* Starts at 1 because 0 is world probe */
for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999; ++i) {
CubeData cd = probes_data[i];
float fade = probe_attenuation_cube(cd, worldPosition);
float fade = probe_attenuation_cube(cd, worldPosition);
if (fade > 0.0) {
vec3 spec = probe_evaluate_cube(float(i), cd, worldPosition, spec_dir, roughness);
accumulate_light(spec, fade, spec_accum);
if (fade > 0.0) {
vec3 spec = probe_evaluate_cube(float(i), cd, worldPosition, spec_dir, roughness);
accumulate_light(spec, fade, spec_accum);
}
}
}
/* World Specular */
if (spec_accum.a < 0.999) {
vec3 spec = probe_evaluate_world_spec(spec_dir, roughness);
accumulate_light(spec, 1.0, spec_accum);
/* World Specular */
if (spec_accum.a < 0.999) {
vec3 spec = probe_evaluate_world_spec(spec_dir, roughness);
accumulate_light(spec, 1.0, spec_accum);
}
}
/* Ambient Occlusion */
@@ -483,7 +496,8 @@ vec3 eevee_surface_glossy_lit(vec3 N, vec3 f0, float roughness, float ao)
vec2 uv = lut_coords(dot(N, V), roughness);
vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
out_light += spec_accum.rgb * F_ibl(f0, brdf_lut) * specular_occlusion(dot(N, V), final_ao, roughness) * float(specToggle);
ssr_spec = F_ibl(f0, brdf_lut) * specular_occlusion(dot(N, V), final_ao, roughness);
out_light += spec_accum.rgb * ssr_spec * float(specToggle);
return out_light;
}

View File

@@ -2663,6 +2663,8 @@ void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out Closure result)
{
#ifdef EEVEE_ENGINE
vec3 L = eevee_surface_diffuse_lit(N, vec3(1.0), 1.0);
result = Closure(L * color.rgb, 1.0, vec4(0.0), vec2(0.0), -1);
#else
/* ambient light */
vec3 L = vec3(0.2);
@@ -2675,15 +2677,18 @@ void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out Closure result)
float bsdf = max(dot(N, light_position), 0.0);
L += light_diffuse * bsdf;
}
#endif
result = Closure(L * color.rgb, 1.0);
#endif
}
void node_bsdf_glossy(vec4 color, float roughness, vec3 N, out Closure result)
void node_bsdf_glossy(vec4 color, float roughness, vec3 N, float ssr_id, out Closure result)
{
#ifdef EEVEE_ENGINE
vec3 L = eevee_surface_glossy_lit(N, vec3(1.0), roughness, 1.0);
vec3 ssr_spec;
vec3 L = eevee_surface_glossy_lit(N, vec3(1.0), roughness, 1.0, int(ssr_id), ssr_spec);
vec3 vN = mat3(ViewMatrix) * N;
result = Closure(L * color.rgb, 1.0, vec4(ssr_spec * color.rgb, roughness), vN.xy, int(ssr_id));
#else
/* ambient light */
vec3 L = vec3(0.2);
@@ -2702,9 +2707,9 @@ void node_bsdf_glossy(vec4 color, float roughness, vec3 N, out Closure result)
bsdf += 0.5 * max(dot(N, light_position), 0.0);
L += light_specular * bsdf;
}
#endif
result = Closure(L * color.rgb, 1.0);
#endif
}
void node_bsdf_anisotropic(
@@ -2724,6 +2729,7 @@ void node_bsdf_toon(vec4 color, float size, float tsmooth, vec3 N, out Closure r
node_bsdf_diffuse(color, 0.0, N, result);
}
#ifndef EEVEE_ENGINE
void node_bsdf_principled(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, out Closure result)
@@ -2821,16 +2827,19 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
result = Closure(L, 1.0);
}
#endif
void node_bsdf_principled_simple(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)
{
#ifdef EEVEE_ENGINE
vec3 diffuse, f0;
vec3 diffuse, f0, ssr_spec;
convert_metallic_to_specular_tinted(base_color.rgb, metallic, specular, specular_tint, diffuse, f0);
result = Closure(eevee_surface_lit(N, diffuse, f0, roughness, 1.0, ssr_id), 1.0);
vec3 L = eevee_surface_lit(N, diffuse, f0, roughness, 1.0, int(ssr_id), ssr_spec);
vec3 vN = mat3(ViewMatrix) * N;
result = Closure(L, 1.0, vec4(ssr_spec, roughness), vN.xy, int(ssr_id));
#else
node_bsdf_principled(base_color, subsurface, subsurface_radius, subsurface_color, metallic, specular,
specular_tint, roughness, anisotropic, anisotropic_rotation, sheen, sheen_tint, clearcoat,
@@ -2843,7 +2852,7 @@ void node_bsdf_principled_clearcoat(vec4 base_color, float subsurface, vec3 subs
float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, float ssr_id, out Closure result)
{
#ifdef EEVEE_ENGINE
vec3 diffuse, f0;
vec3 diffuse, f0, ssr_spec;
convert_metallic_to_specular_tinted(base_color.rgb, metallic, specular, specular_tint, diffuse, f0);
clearcoat *= 0.25;
@@ -2871,7 +2880,10 @@ void node_bsdf_principled_clearcoat(vec4 base_color, float subsurface, vec3 subs
}
result = Closure(surface_color.rgb / surface_color.a, 1.0);
#else
result = Closure(eevee_surface_clearcoat_lit(N, diffuse, f0, roughness, CN, clearcoat, clearcoat_roughness, 1.0, ssr_id), 1.0);
vec3 L = eevee_surface_clearcoat_lit(N, diffuse, f0, roughness, CN, clearcoat, clearcoat_roughness, 1.0, int(ssr_id), ssr_spec);
vec3 vN = mat3(ViewMatrix) * N;
result = Closure(L, 1.0, vec4(ssr_spec, roughness), vN.xy, int(ssr_id));
#endif
#else
@@ -2905,6 +2917,8 @@ void node_subsurface_scattering(
node_bsdf_diffuse(color, 0.0, N, result);
}
/* Unsupported for now */
#ifndef EEVEE_ENGINE
void node_bsdf_hair(vec4 color, float offset, float roughnessu, float roughnessv, vec3 tangent, out Closure result)
{
result = Closure(color.rgb, color.a);
@@ -2919,6 +2933,8 @@ void node_ambient_occlusion(vec4 color, out Closure result)
{
result = Closure(color.rgb, color.a);
}
#endif /* EEVEE_ENGINE */
#endif /* VOLUMETRICS */
/* emission */
@@ -2927,7 +2943,11 @@ void node_emission(vec4 color, float strength, vec3 N, out Closure result)
{
#ifndef VOLUMETRICS
color *= strength;
#ifdef EEVEE_ENGINE
result = Closure(color.rgb, color.a, vec4(0.0), vec2(0.0), -1);
#else
result = Closure(color.rgb, color.a);
#endif
#else
result = Closure(vec3(0.0), vec3(0.0), color.rgb * strength, 0.0);
#endif
@@ -2952,7 +2972,11 @@ void node_background(vec4 color, float strength, out Closure result)
{
#ifndef VOLUMETRICS
color *= strength;
#ifdef EEVEE_ENGINE
result = Closure(color.rgb, color.a, vec4(0.0), vec2(0.0), -1);
#else
result = Closure(color.rgb, color.a);
#endif
#else
result = CLOSURE_DEFAULT;
#endif
@@ -3995,7 +4019,11 @@ uniform float backgroundAlpha;
void node_output_world(Closure surface, Closure volume, out Closure result)
{
#ifndef VOLUMETRICS
#ifdef EEVEE_ENGINE
result = Closure(surface.radiance, backgroundAlpha, vec4(0.0), vec2(0.0), -1);
#else
result = Closure(surface.radiance, backgroundAlpha);
#endif
#else
result = volume;
#endif /* VOLUMETRICS */
@@ -4015,10 +4043,12 @@ void node_eevee_metallic(
float clearcoat, float clearcoat_roughness, vec3 clearcoat_normal,
float occlusion, float ssr_id, out Closure result)
{
vec3 diffuse, f0;
vec3 diffuse, f0, ssr_spec;
convert_metallic_to_specular(basecol.rgb, metallic, specular, diffuse, f0);
result = Closure(eevee_surface_lit(normal, diffuse, f0, roughness, occlusion, ssr_id) + emissive.rgb, 1.0 - transp);
vec3 L = eevee_surface_lit(normal, diffuse, f0, roughness, occlusion, int(ssr_id), ssr_spec);
vec3 vN = mat3(ViewMatrix) * normal;
result = Closure(L + emissive.rgb, 1.0 - transp, vec4(ssr_spec, roughness), vN.xy, int(ssr_id));
}
void node_eevee_specular(
@@ -4026,7 +4056,11 @@ void node_eevee_specular(
float clearcoat, float clearcoat_roughness, vec3 clearcoat_normal,
float occlusion, float ssr_id, out Closure result)
{
result = Closure(eevee_surface_lit(normal, diffuse.rgb, specular.rgb, roughness, occlusion, ssr_id) + emissive.rgb, 1.0 - transp);
vec3 ssr_spec;
vec3 L = eevee_surface_lit(normal, diffuse.rgb, specular.rgb, roughness, occlusion, int(ssr_id), ssr_spec);
vec3 vN = mat3(ViewMatrix) * normal;
result = Closure(L + emissive.rgb, 1.0 - transp, vec4(ssr_spec, roughness), vN.xy, int(ssr_id));
}
void node_output_eevee_material(Closure surface, out Closure result)
@@ -4034,7 +4068,8 @@ void node_output_eevee_material(Closure surface, out Closure result)
#if defined(USE_ALPHA_HASH) || defined(USE_ALPHA_CLIP) || defined(USE_ALPHA_BLEND)
result = surface;
#else
result = Closure(surface.radiance, length(viewPosition));
result = surface;
result.opacity = length(viewPosition);
#endif
}

View File

@@ -2622,6 +2622,7 @@ RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(volumetric_light_clamp)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(volumetric_shadows)
RNA_LAYER_ENGINE_EEVEE_GET_SET_INT(volumetric_shadow_samples)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(volumetric_colored_transmittance)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(ssr_enable)
/* object engine */
RNA_LAYER_MODE_OBJECT_GET_SET_BOOL(show_wire)
@@ -6176,6 +6177,14 @@ static void rna_def_scene_layer_engine_settings_eevee(BlenderRNA *brna)
/* see RNA_LAYER_ENGINE_GET_SET macro */
/* Screen Space Reflection */
prop = RNA_def_property(srna, "ssr_enable", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_Eevee_ssr_enable_get",
"rna_LayerEngineSettings_Eevee_ssr_enable_set");
RNA_def_property_ui_text(prop, "SSR", "Enable screen space reflection");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_SceneLayerEngineSettings_update");
/* Volumetrics */
prop = RNA_def_property(srna, "volumetric_enable", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_Eevee_volumetric_enable_get",

View File

@@ -51,7 +51,7 @@ static int node_shader_gpu_bsdf_glossy(GPUMaterial *mat, bNode *node, bNodeExecD
if (!in[2].link)
GPU_link(mat, "world_normals_get", &in[2].link);
return GPU_stack_link(mat, node, "node_bsdf_glossy", in, out);
return GPU_stack_link(mat, node, "node_bsdf_glossy", in, out, GPU_uniform(&node->ssr_id));
}
/* node type definition */