a2932078ec
Eevee: SSR: Add firefly filter and refine noise reduction.
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Push to 9 resolve sample.
Add an normalization as an option since it gives harsh limits.
2017-07-24 15:28:27 +02:00
f1bf9d6bfb
Eevee: SSR: Add mipmap filtering and bias to reduce noise.
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Also fix the roughness factors.
2017-07-24 15:28:27 +02:00
babef873fc
Eevee: SSR: Don't block the ray if tracing behind object.
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This requires to check for backface after a hit.
2017-07-24 15:28:27 +02:00
72a4778391
Eevee: SSR: Add per pixel resolve of multiple rays.
2017-07-24 15:28:27 +02:00
b1a8803c24
Eevee: SSR: Add roughness random rays.
2017-07-24 15:28:27 +02:00
7938848b63
Eevee: SSR: Add double buffer so we can read previous frame color.
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Also add simple reprojection and screen fade to the SSR resolve pass.
2017-07-24 15:28:27 +02:00
3be8ab881e
Eevee: SSR: Add simple raytracing.
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Still imprecise.
2017-07-24 15:28:27 +02:00
1d00a66f5d
Eevee: SSR: Encode Normal in buffer and add cubemap fallback.
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Normals can point away from the camera so we cannot just put XY in the buffer and reconstruct Z later as we would not know the sign of Z.
2017-07-24 15:28:27 +02:00
2a84331f02
Eevee: SSR: Output ssr datas to buffers.
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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.
2017-07-24 15:28:27 +02:00