Eevee: SSS: Add SSS to the principled shader.

This commit is contained in:
2017-11-16 21:29:48 +01:00
parent 57c3fbd324
commit fcbb8e71c5
2 changed files with 39 additions and 2 deletions

View File

@@ -2864,6 +2864,12 @@ void node_bsdf_principled_simple(vec4 base_color, float subsurface, vec3 subsurf
vec3 diffuse, f0, ssr_spec;
convert_metallic_to_specular_tinted(base_color.rgb, metallic, specular, specular_tint, diffuse, f0);
#ifdef USE_SSS
diffuse = mix(diffuse, vec3(0.0), subsurface);
#else
diffuse = mix(diffuse, subsurface_color.rgb, subsurface);
#endif
vec3 L = eevee_surface_lit(N, diffuse, f0, roughness, 1.0, int(ssr_id), ssr_spec);
vec3 vN = normalize(mat3(ViewMatrix) * N);
result = CLOSURE_DEFAULT;
@@ -2871,6 +2877,12 @@ void node_bsdf_principled_simple(vec4 base_color, float subsurface, vec3 subsurf
result.ssr_data = vec4(ssr_spec, roughness);
result.ssr_normal = normal_encode(vN, viewCameraVec);
result.ssr_id = int(ssr_id);
#ifdef USE_SSS
/* OPTI : Make irradiance computation shared with the diffuse. */
result.sss_data.rgb = eevee_surface_diffuse_lit(N, vec3(1.0), 1.0) * mix(vec3(0.0), subsurface_color.rgb, subsurface);
result.sss_data.a = 1.0; /* TODO Find a parametrization */
#endif
#else
node_bsdf_principled(base_color, subsurface, subsurface_radius, subsurface_color, metallic, specular,
specular_tint, roughness, anisotropic, anisotropic_rotation, sheen, sheen_tint, clearcoat,
@@ -2880,7 +2892,8 @@ void node_bsdf_principled_simple(vec4 base_color, float subsurface, vec3 subsurf
void node_bsdf_principled_clearcoat(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)
float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, float ssr_id,
float sss_id, out Closure result)
{
#ifdef EEVEE_ENGINE
if (clearcoat == 0.0) {
@@ -2919,6 +2932,13 @@ void node_bsdf_principled_clearcoat(vec4 base_color, float subsurface, vec3 subs
}
result = Closure(surface_color.rgb / surface_color.a, 1.0);
#else
#ifdef USE_SSS
diffuse = mix(diffuse, vec3(0.0), subsurface);
#else
diffuse = mix(diffuse, subsurface_color.rgb, subsurface);
#endif
vec3 L_trans = (transmission <= 0.0) ? vec3(0.0) : eevee_surface_glass(N, base_color.rgb * ((refractionDepth > 0.0) ? base_color.rgb : vec3(1.0)), roughness, ior, REFRACT_CLOSURE_FLAG, ssr_spec);
vec3 L = eevee_surface_clearcoat_lit(N, diffuse, f0, roughness, CN, clearcoat, clearcoat_roughness, 1.0, int(ssr_id), ssr_spec);
L = mix(L, L_trans, transmission);
@@ -2928,6 +2948,13 @@ void node_bsdf_principled_clearcoat(vec4 base_color, float subsurface, vec3 subs
result.ssr_data = vec4(ssr_spec, roughness);
result.ssr_normal = normal_encode(vN, viewCameraVec);
result.ssr_id = int(ssr_id);
#ifdef USE_SSS
/* OPTI : Make irradiance computation shared with the diffuse. */
result.sss_data.rgb = eevee_surface_diffuse_lit(N, vec3(1.0), 1.0) * mix(vec3(0.0), subsurface_color.rgb, subsurface);
result.sss_data.a = 1.0; /* TODO Find a parametrization */
#endif
#endif
#else

View File

@@ -98,7 +98,17 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, bNode *node, bNodeE
&in[19].link);
}
return GPU_stack_link(mat, node, "node_bsdf_principled_clearcoat", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_uniform(&node->ssr_id));
/* SSS Profile */
if (node->sss_id == 0) {
static int profile = SHD_SUBSURFACE_BURLEY;
bNodeSocket *socket = BLI_findlink(&node->original->inputs, 2);
bNodeSocketValueRGBA *socket_data = socket->default_value;
/* For some reason it seems that the socket value is in ARGB format. */
GPU_material_sss_profile_create(mat, &socket_data->value[1], &profile);
}
return GPU_stack_link(mat, node, "node_bsdf_principled_clearcoat", in, out, GPU_builtin(GPU_VIEW_POSITION),
GPU_uniform(&node->ssr_id), GPU_uniform(&node->sss_id));
}
static void node_shader_update_principled(bNodeTree *UNUSED(ntree), bNode *node)