Commit Graph

20 Commits

Author SHA1 Message Date
7f7e683099 EEVEE: Refactor closure_lit_lib.glsl
This refactor was needed for some reasons:
- closure_lit_lib.glsl was unreadable and could not be easily extended to use new features.
- It was generating ~5K LOC for any shader. Slowing down compilation.
- Some calculations were incorrect and BSDF/Closure code had lots of workaround/hacks.

What this refactor does:
- Add some macros to define the light object loops / eval.
- Clear separation between each closures which now have separate files. Each closure implements the eval functions.
- Make principled BSDF a bit more correct in some cases (specular coloring, mix between glass and opaque).
- The BSDF term are applied outside of the eval function and on the whole lighting (was separated for lights before).
- Make light iteration last to avoid carrying more data than needed.
- Makes sure that all inputs are within correct ranges before evaluating the closures (use `safe_normalize` on normals).
- Making each BSDF isolated means that we might carry duplicated data (normals for instance) but this should be optimized by compilers.
- Makes Translucent BSDF its own closure type to avoid having to disable raytraced shadows using hacks.
- Separate transmission roughness is now working on Principled BSDF.
- Makes principled shader variations using constants. Removing a lot of duplicated code. This needed `const` keyword detection in `gpu_material_library.c`.
- SSR/SSS masking and data loading is a bit more consistent and defined outside of closure eval. The loading functions will act as accumulator if the lighting is not to be separated.
- SSR pass now do a full deferred lighting evaluation, including lights, in order to avoid interference with the closure eval code. However, it seems that the cost of having a global SSR toggle uniform is making the surface shader more expensive (which is already the case, by the way).
- Principle fully black specular tint now returns black instead of white.
- This fixed some artifact issue on my AMD computer on normal surfaces (which might have been some uninitialized variables).
- This touched the Ambient Occlusion because it needs to be evaluated for each closure. But to avoid the cost of this, we use another approach to just pass the result of the occlusion on interpolated normals and modify it using the bent normal for each Closure. This tends to reduce shadowing. I'm still looking into improving this but this is out of the scope of this patch.
- Performance might be a bit worse with this patch since it is more oriented towards code modularity. But not by a lot.

Render tests needs to be updated after this.

Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D10390

# Conflicts:
#	source/blender/draw/engines/eevee/eevee_shaders.c
#	source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl
#	source/blender/draw/intern/shaders/common_math_lib.glsl
2021-02-13 18:43:09 +01:00
da741013a1 EEVEE: GLSL refactor/cleanup
- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code
complexity and duplication.
- split bsdf_common_lib.glsl into multiple sub library which are now shared
with other engines.
- the surface shader code is now more organised and have its own files.
- change default world to use a material nodetree and make lookdev shader
more clear.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D8306
2020-07-30 16:44:58 +02:00
7537cad576 Volumes: add render settings for volume datablock
* Space: volume density and step size in object or world space
* Step Size: override automatic step size
* Clipping: values below this are ignored for tighter volume bounds

The last two are Cycles only currently.

Ref T73201
2020-03-18 11:23:05 +01:00
fd53b72871 Objects: Eevee and workbench rendering of new Volume, Hair, PointCloud
Only the volume drawing part is really finished and exposed to the user. Hair
plugs into the existing hair rendering code and is fairly straightforward. The
pointcloud drawing is a hack using overlays rather than Eevee and workbench.

The most tricky part for volume rendering is the case where each volume grid
has a different transform, which requires an additional matrix in the shader
and non-trivial logic in Eevee volume drawing. In the common case were all the
transforms match we don't use the additional per-grid matrix in the shader.

Ref T73201, T68981

Differential Revision: https://developer.blender.org/D6955
2020-03-18 11:23:05 +01:00
760dbd1cbf Cleanup: misc spelling fixes
T68035 by @luzpaz
2019-08-01 14:02:41 +10:00
73252d3f60 Fix T63701 Eevee: High Volumetric end distance darkens the image 2019-06-06 18:47:36 +02:00
2bb788d4cd Cleanup: Eevee: Remove custom volumetric matrix
This was the same as using the inverse obmat.
2019-05-17 13:38:42 +02:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
a507c251b2 Eevee: Put all constant uniforms in a global UBO.
This is an optimization / cleanup commit.

The use of a global ubo remove lots of uniform lookups and only transfert data when needed.

Lots of renaming for more consistent codestyle.
2018-01-21 23:16:59 +01:00
4f7665c844 Eevee: Volumetrics: Add Volume object support.
This is quite basic as it only support boundbing boxes.
But the material can refine the volume shape in anyway the user like.

To overcome this limitation, a voxelisation should be done on the mesh (generating a SDF maybe?) and tested against every volumetric cell.
2017-10-27 22:49:15 +02:00
66d8f82b83 Eevee: Overhaul the volumetric system.
The system now uses several 3D textures in order to decouple every steps of the volumetric rendering.

See https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite for more details.

On the technical side, instead of using a compute shader to populate the 3D textures we use layered rendering with a geometry shader to render 1 fullscreen triangle per 3D texture slice.
2017-10-27 22:49:15 +02:00
05bef13b53 Eevee: Add support for Alpha clip and Hashed Alpha transparency.
Hashed Alpha transparency offers a noisy output but has the benefit of being correctly ordered. Noise can be attenuated with Multisampling / AntiAliasing.
2017-07-11 12:39:35 +02:00
f67c331bed Eevee: Volumetrics: Avoid light leaking if last step is going trough geometry. 2017-07-06 00:28:13 +02:00
f6c739cbcd Eevee: Volumetrics: Add Light contribution clamping.
This avoid too much variance at light centers and remove some noise.
2017-07-05 19:14:50 +02:00
291b365e26 Eevee: Volumetrics: Add settings. 2017-07-05 18:28:48 +02:00
8b78a8d9bc Eevee: Volumetrics: Add support for Position Coordinates.
This enables texturing of the noise via procedural or baked textures.
Note that it gets quickly really heavy.
2017-07-05 18:21:06 +02:00
d5448eac6c Eevee: Volumetrics: Colored Transmittance support.
Render the transmittance in another color buffer and apply it separatelly.
It's a bit more slow because the upsample step needs to be done twice.
2017-07-05 18:20:19 +02:00
ed4e62997e Eevee: Volumetrics: Match cycles scattering. 2017-07-05 18:03:36 +02:00
b09052002c Eevee: Add support for volumetrics in node tree.
Only volume scatter is implemented for now.
2017-07-03 22:08:33 +02:00
65b01014b9 Eevee: Initial implementation of Volumetrics. 2017-07-03 22:08:33 +02:00