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.
Hashed Alpha transparency offers a noisy output but has the benefit of being correctly ordered. Noise can be attenuated with Multisampling / AntiAliasing.
Technically this enables the use of MinmaxZ pyramid inside the probe captures.
Also Disable AO for cubemap probes because it shows big discontinuities at cubeface limits.
- Unify variations between default shaders and material shader.
- Only create default shader passes if needed.
Downside is that we have a big array of passes and shading grp in the vedata ... And it will double in size each time a new variation flag is added.
This commit introduce the computation of a depth pyramid containing min and max depth values of the original depth buffer.
This is useful for Clustered Light Culling but also for raytracing on the depth buffer (SSR).
It's also usefull to have to fetch higher mips in order to improve texture cache usage.
As of now, 1st mip (highest res) is half the resolution of the depth buffer, but everything is already done to be able to make a fullres copy of the depth buffer in the 1st mip instead of downsampling.
Also, the texture used is RG_32F which is a too much but enough to cover the 24bits of the depth buffer. Reducing the texture size would make things quite faster.
New implementation of hair for Eevee.
Note: A hard coded "transmission" property is being used. This should
eventually be exposed to the UI, possibly in the form of SSS
properties.
Separate material handling inside another file.
Make use of enums to identify shader variations.
Group all 64*64 LUTs into one array texture.
Only update world probe if world changes.
This enables us to use 2D texture arrays for multiple probes.
There is a little artifact with very high roughness caused elongated pixel due to the projection (along every 90° meridian).
We render linear distance to the light in a R32 texture and store it into an octahedron projection inside a 2D texture array.
This render the sampling function much more simpler and without edge artifacts.
-Use 11_11_10 buffers for hdr content.
-Eevee compositing share 1 buffer if bloom and DOF are both activated.
-Fix slowdown when resizing EEVEE viewport.
-Removed DRW_BUF_*** enums causing confusion.
Only mask are handled by sculpt mode engine and are multiplied on top of the render.
There is room for improvement:
- Shaded meshes don't have correct tangents or uvs.
- Masks are in range 0.8 - 0.2 thus always darkening at least 20% the render.
- It only uses the first material slot of the mesh.
This add a new set of (possible) render settings that can be defined at
the scene level and overridable at the scene layer level.
Once we get workspaces we can either add workspace inbetween scene and
scene layer evaluation. Or to replace layer settings, to avoid extra
confusion to users.
An example of this setting is "samples", as implemented now for the clay
engine.
Disabled by default. Set ENABLE_EFFECT_MOTION_BLUR to 1 to enable.
No fancy motion blur. Use depth and camera matrix to get the motion vectors. Then blur in this direction.
Only available in camera view.
Only Camera animation is supported, does not take into account the parents motion