Eevee: SSS: Add SSS to the principled shader.
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@@ -2864,6 +2864,12 @@ void node_bsdf_principled_simple(vec4 base_color, float subsurface, vec3 subsurf
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vec3 diffuse, f0, ssr_spec;
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convert_metallic_to_specular_tinted(base_color.rgb, metallic, specular, specular_tint, diffuse, f0);
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#ifdef USE_SSS
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diffuse = mix(diffuse, vec3(0.0), subsurface);
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#else
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diffuse = mix(diffuse, subsurface_color.rgb, subsurface);
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#endif
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vec3 L = eevee_surface_lit(N, diffuse, f0, roughness, 1.0, int(ssr_id), ssr_spec);
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vec3 vN = normalize(mat3(ViewMatrix) * N);
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result = CLOSURE_DEFAULT;
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@@ -2871,6 +2877,12 @@ void node_bsdf_principled_simple(vec4 base_color, float subsurface, vec3 subsurf
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result.ssr_data = vec4(ssr_spec, roughness);
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result.ssr_normal = normal_encode(vN, viewCameraVec);
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result.ssr_id = int(ssr_id);
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#ifdef USE_SSS
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/* OPTI : Make irradiance computation shared with the diffuse. */
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result.sss_data.rgb = eevee_surface_diffuse_lit(N, vec3(1.0), 1.0) * mix(vec3(0.0), subsurface_color.rgb, subsurface);
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result.sss_data.a = 1.0; /* TODO Find a parametrization */
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#endif
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#else
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node_bsdf_principled(base_color, subsurface, subsurface_radius, subsurface_color, metallic, specular,
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specular_tint, roughness, anisotropic, anisotropic_rotation, sheen, sheen_tint, clearcoat,
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@@ -2880,7 +2892,8 @@ void node_bsdf_principled_simple(vec4 base_color, float subsurface, vec3 subsurf
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void node_bsdf_principled_clearcoat(vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular,
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float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat,
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float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, float ssr_id, out Closure result)
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float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, float ssr_id,
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float sss_id, out Closure result)
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{
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#ifdef EEVEE_ENGINE
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if (clearcoat == 0.0) {
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@@ -2919,6 +2932,13 @@ void node_bsdf_principled_clearcoat(vec4 base_color, float subsurface, vec3 subs
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}
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result = Closure(surface_color.rgb / surface_color.a, 1.0);
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#else
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#ifdef USE_SSS
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diffuse = mix(diffuse, vec3(0.0), subsurface);
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#else
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diffuse = mix(diffuse, subsurface_color.rgb, subsurface);
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#endif
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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);
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vec3 L = eevee_surface_clearcoat_lit(N, diffuse, f0, roughness, CN, clearcoat, clearcoat_roughness, 1.0, int(ssr_id), ssr_spec);
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L = mix(L, L_trans, transmission);
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@@ -2928,6 +2948,13 @@ void node_bsdf_principled_clearcoat(vec4 base_color, float subsurface, vec3 subs
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result.ssr_data = vec4(ssr_spec, roughness);
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result.ssr_normal = normal_encode(vN, viewCameraVec);
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result.ssr_id = int(ssr_id);
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#ifdef USE_SSS
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/* OPTI : Make irradiance computation shared with the diffuse. */
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result.sss_data.rgb = eevee_surface_diffuse_lit(N, vec3(1.0), 1.0) * mix(vec3(0.0), subsurface_color.rgb, subsurface);
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result.sss_data.a = 1.0; /* TODO Find a parametrization */
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#endif
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#endif
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#else
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@@ -98,7 +98,17 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, bNode *node, bNodeE
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&in[19].link);
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}
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return GPU_stack_link(mat, node, "node_bsdf_principled_clearcoat", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_uniform(&node->ssr_id));
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/* SSS Profile */
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if (node->sss_id == 0) {
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static int profile = SHD_SUBSURFACE_BURLEY;
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bNodeSocket *socket = BLI_findlink(&node->original->inputs, 2);
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bNodeSocketValueRGBA *socket_data = socket->default_value;
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/* For some reason it seems that the socket value is in ARGB format. */
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GPU_material_sss_profile_create(mat, &socket_data->value[1], &profile);
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}
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return GPU_stack_link(mat, node, "node_bsdf_principled_clearcoat", in, out, GPU_builtin(GPU_VIEW_POSITION),
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GPU_uniform(&node->ssr_id), GPU_uniform(&node->sss_id));
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}
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static void node_shader_update_principled(bNodeTree *UNUSED(ntree), bNode *node)
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