Read from the GPUMaterial to find custom-data layers used for drawing.
This resolves problem where having UV's would always calculate tangents
causing noticeable slow down compared to 2.7x.
This also renames some flags/variables to be more generic for updating
purposes. The call used here was previously only used for updating
paint data, but as it was reused here, flags and variables were renamed
to accomodate more clearly to the new usages.
Shadow catching was disabled for hair in Eevee, because of an issue in
the shadow maps. The issue has since been resolved, so this re-enables
shadow catching for hair.
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.
The problem was that the depth prepass was using the clip plane but not the shading pass.
During the clipping stage, the triangle is converted to a quad clipped to the given clip plane.
But this introduce subtle changes in the depth when this new geometry is rasterized. Since the shading pass was using an EQUAL depth test, the depth values from the shading pass were not always equal to the depth prepass.
Enabling clipping in the shading vertex shader has a too small impact to require a dedicated shader.
Implement GTAO (Ground Truth Ambient Occlusion) which is a special case of Horizon Based Ambient Occlusion that is more physically accurate.
Also add a bent normal option to sample indirect irradiance (diffuse lighting) with the least occluded direction.
- 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.
This special case function enables rendering to a miplevel while using the miplevels above as texture input.
This is needed for some algorithm (i.e. creating a min-max depth pyramid texture).
We should be able to differentiate between OpenGL render (viewport
render), offline render (F12), and view render (viewport draw).
This allows for us preventing offline render to skip mode drawings, grid, ...
Even OpenGL render can benefit from this forcing a higher quality
anti-alias and sampling than the viewport drawing.
I'm not sure if it's clever to keep the memset(0x00) outside the render
loop function as it is in this patch. An alternative is to just pass the
render "type" as a flag to the render function, and set DST.options
inside it. (I may change this tomorrow, I will wait to hear from
Campbell on that).
Maybe not very useful but it's here for feature parity with the other probes.
The fragment shader clipping is here because I'm lazy and don't want to creating a proper quad Batch.