EEVEE: Add support for GGX Multi-scatter

Based on http://jcgt.org/published/0008/01/03/

This is a simple trick that does *not* have a huge performance impact but
does work pretty well. It just modifies the Fresnel term to account for
the multibounce energy loss (coloration).

However this makes the shader variations count double. To avoid this we
use a uniform and pass the multiscatter use flag inside the sign of f90.
This is a bit hacky but avoids many code duplication.

This uses the simplification proposed by McAuley in
A Journey Through Implementing Multiscattering BRDFs and Area Lights

This does not handle area light differently than the IBL case but that's
already an issue in current implementation.

This is related to T68460.

Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8912
This commit is contained in:
2020-09-19 00:06:45 +02:00
parent aa2e978bd8
commit 6f3c279d9e
8 changed files with 102 additions and 45 deletions

View File

@@ -53,7 +53,10 @@ static int node_shader_gpu_bsdf_anisotropic(GPUMaterial *mat,
GPU_material_flag_set(mat, GPU_MATFLAG_GLOSSY);
return GPU_stack_link(mat, node, "node_bsdf_anisotropic", in, out);
float use_multi_scatter = (node->custom1 == SHD_GLOSSY_MULTI_GGX) ? 1.0f : 0.0f;
return GPU_stack_link(
mat, node, "node_bsdf_anisotropic", in, out, GPU_constant(&use_multi_scatter));
}
/* node type definition */

View File

@@ -54,7 +54,15 @@ static int node_shader_gpu_bsdf_glossy(GPUMaterial *mat,
GPU_material_flag_set(mat, GPU_MATFLAG_GLOSSY);
return GPU_stack_link(mat, node, "node_bsdf_glossy", in, out, GPU_constant(&node->ssr_id));
float use_multi_scatter = (node->custom1 == SHD_GLOSSY_MULTI_GGX) ? 1.0f : 0.0f;
return GPU_stack_link(mat,
node,
"node_bsdf_glossy",
in,
out,
GPU_constant(&use_multi_scatter),
GPU_constant(&node->ssr_id));
}
/* node type definition */

View File

@@ -172,6 +172,8 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat,
flag |= GPU_MATFLAG_SSS;
}
float use_multi_scatter = (node->custom1 == SHD_GLOSSY_MULTI_GGX) ? 1.0f : 0.0f;
GPU_material_flag_set(mat, flag);
return GPU_stack_link(mat,
@@ -180,6 +182,7 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat,
in,
out,
GPU_builtin(GPU_VIEW_POSITION),
GPU_constant(&use_multi_scatter),
GPU_constant(&node->ssr_id),
GPU_constant(&node->sss_id),
sss_scale);