Commit Graph

4 Commits

Author SHA1 Message Date
71ed6f32d2 Fix T84658: Anisotropic BSDF - most modes not using Screen Space
Reflection

Anisotropic is not really supported in Eevee, but since code looks like
it is just intended to make it behave like glossy, it should function
like it too.

Seems like the internal calling from `node_bsdf_glossy` from
`node_bsdf_anisotropic` has swapped arguments.
Also: ssr_id is available for SH_NODE_BSDF_ANISOTROPIC as well (see
`ntree_tag_bsdf_cb`), so why not use it?

Maniphest Tasks: T84658

Differential Revision: https://developer.blender.org/D10547
2021-03-01 09:04:07 +01:00
6f3c279d9e EEVEE: Add support for GGX Multi-scatter
Based on http://jcgt.org/published/0008/01/03/

This is a simple trick that does *not* have a huge performance impact but
does work pretty well. It just modifies the Fresnel term to account for
the multibounce energy loss (coloration).

However this makes the shader variations count double. To avoid this we
use a uniform and pass the multiscatter use flag inside the sign of f90.
This is a bit hacky but avoids many code duplication.

This uses the simplification proposed by McAuley in
A Journey Through Implementing Multiscattering BRDFs and Area Lights

This does not handle area light differently than the IBL case but that's
already an issue in current implementation.

This is related to T68460.

Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8912
2020-09-19 00:09:51 +02:00
062a843bfb EEVEE: Fix undefined behavior when using BSDF nodes inside volume shaders
This should fix T76171 Eevee bsdf shaders glitches
2020-06-30 01:32:00 +02:00
OmarSquircleArt
8cd0da88e5 GPU: Split gpu_shader_material into multiple files.
This patch continue the efforts to split the `gpu_shader_material` file
started in D5569.

Dependency resolution is now recursive. Each shading node gets its own
file. Additionally, some utility files are added to be shared between
files, like `math_util`, `color_util`, and `hash`. Some files are always
included because they may be used in the execution function, like
`world_normals`.

Some glsl functions appeared to be unused, so they were removed, like
`output_node`, `bits_to_01`, and `exp_blender`. Other functions have
been renamed to be more general and get used as utils, like `texco_norm`
which became `vector_normalize`.

A lot of the opengl tests fails, but those same tests also fail in
master, so this is probably unrelated to this patch.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D5616
2019-08-30 17:28:57 +02:00