Commit Graph

60 Commits

Author SHA1 Message Date
33b4a03ca9 Cleanup: EEVEE: Use P and vP instead of worldPosition and viewPosition
... for local variables.
2021-02-21 01:33:56 +01:00
1d51cb6be2 Cleanup: EEVEE: change cameraVec macro to cameraVec(P)
This makes is clearer and avoid having to setup worldPosition if
shader is not a material shader.
2021-02-21 01:33:56 +01:00
1a9fe57a9f EEVEE: Planar Reflections: Fix regression
Fix regression with roughness not masking reflections when not using
Screen Space raytracing.

The trick was to only evaluate one planar per pixel, the one with
the most influence. This should not be too limiting since this is what
we do for SSR.

Also change evaluation order do not apply occlusion on planars probes.
2021-02-21 01:33:56 +01:00
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
b55c44e3ed EEVEE: Screen Space Reflection: Improve self intersection cases.
This patch fix most self intersection comming from reflection rays.
We regenerate the ray if it goes below the shading normal (should be the
geometric normal but we have no access to it here).

Also add the same precision based bias we use for contact shadows.

This fix T81105 Eevee SSR quality regression in 2.91 alpha
2020-10-20 22:06:43 +02:00
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
0b2d1badec Cleanup: use post increment/decrement
When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
2019-09-08 00:23:25 +10:00
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
aaeca5d872 Eevee: Planar Ref.: Invert view matrix to remove triangle front face flip
This was the cause of some issue with normal mapping. This way is cleaner
since it does not modify the state of the drawcalls and other ad-hoc
solutions to fix the problems down the road. Unfortunately, it does require
to fix every sampling coordinate for this texture.

Fix T62215: flipped normals in reflection plane
2019-03-12 16:01:23 +01:00
a4fe338dd8 Cleanup: add missing braces to draw manager 2019-01-25 07:12:13 +11:00
b24b1ec74b Eevee: SSR: Only fade based on reflected pixel position
Not on reflector pixel position. This improve the feel of SSRs and the
final render quality.
2018-11-16 18:49:45 +01:00
f6c2fb0eb6 Minor edits in effect_ssr_frag.glsl 2018-11-16 12:43:45 -02:00
f1a5fd90ba Shader Node Editor: Add Closure to RGB convertion node.
Patch D3205 by Kanzaki Wataru

Only implemented in Eevee for now. Collapse a closure to RGBA so we can
do NPR stuff on the resulting color.

Use an emission shader to convert the color back to a closure.

Doing this will break PBR and will kill any SSR and SSS effects the shader
the shader rely on. That said screen space refraction and ambient occlusion
are supported due to the way they are implemented.
2018-05-16 16:58:32 +02:00
41431eacfa Eevee: TAA: Use safe color when outputing the final color.
This prevent any NANs pixel to spear accross the history. This does not
mean we should allow NANs at all!
2018-04-30 16:39:26 +02:00
b671b1759c EEVEE: Fix TAA spreading black disease.
The SSR has a bug that creates NAN pixels values. Reported here T54795.
2018-04-24 17:54:39 +02:00
02f28da187 Cleanup: trailing spaces
Applied to newly added files in 2.8
2018-04-22 08:45:52 +02:00
e82616aea6 Eevee: SSR: Optimize the AO out when not enabled. 2018-01-21 23:16:59 +01:00
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
96138daa2b Eevee: SSR: Fix artifacts at object/background limits.
This should have a very small perf impact but it's needed.
2018-01-16 22:18:35 +01:00
9fd28c7769 Eevee: AO: Removes samples and denoise options.
This comes with a lot of code simplification that leads to a small performance improvement.
2018-01-16 18:22:25 +01:00
c372113489 Eevee: Add macro to sample noise in utilTex.
Avoid future coding error.
2018-01-16 18:22:25 +01:00
5f569378d2 Eevee: SSR: Derive the brdf bias from the trace quality.
Also change the range of the trace quality so that the trace actually covers the screen most of the time.
2018-01-16 18:22:25 +01:00
9365e966b4 Eevee: SSR: Enhance the halfres raytrace.
This make the halfres raytrace actually converge to an antialiased image by jittering the source pixel.
2018-01-16 18:22:24 +01:00
2221cdb517 Eevee: SSR: Optimise Texture fetches and solve noise issue.
There was some remaining issue caused by neighbor re-use. Randomizing them every _prime_number_ of iterations fixes this.
2018-01-16 18:22:24 +01:00
3cb2b2956b Eevee: SSR: Remove ray count and use integer texture for hit coord.
Using GL_RG16I texture for the hit coordinates increase tremendously the precision of the hit.
The sign of the integer is used to 2 flags (has_hit and is_planar).
We do not store the depth and retrieve it from the depth buffer (increasing bandwith by +8bit/px).
The PDF is stored into another GL_R16F texture.

We remove the raycount for simplicity and to reduce compilation time (less branching in refraction shader).
2018-01-16 18:22:24 +01:00
2fbbc8c643 Eevee: SSR: Use max lod on planar reflections. 2017-11-01 01:17:35 +01:00
a09b8c08fc Eevee: Contact Shadows: Fix remaining artifacts.
There was noise correlation between the rotation random number and the radius random number used in the contact shadow algo.
Hacking a new distribution from the old distribution (may not be ideal because it's discrepency may be high)
Also distribute samples evenly on the shadow disc. (add sqrt)

Fix the "bias floating shadows", was cause by the discarding of backfacing geom which makes no sense in this case.
2017-10-12 17:36:24 +02:00
9ab18d14f6 Eevee: Modify the raycast function to be more flexible.
Make quality a parameter, and modify the ray end to be premultiplied so that the raytrace is done on a range.

This is in order to add contact shadows.
2017-10-06 23:44:22 +02:00
5f7192018e Eevee : SSR : Make sure to not apply Specular Occlusion to SSR.
This makes the metals shine more.

Previous behaviour was not correct.
2017-10-02 19:44:44 +02:00
98dd2a518b Eevee: Fix SSR in orthographic view.
The problem was that orthographic views can have hit position that are negative. Thus we cannot encode the hit in the sign of the Z component.

The workaround is to store the hit position in screenspace. But since we are using floating point render target, we are loosing quite a bit of precision.
TODO: use RGBA16 instead of RGBA16F. But that means encoding the pdf value somehow.
2017-09-25 20:14:42 +02:00
4088c9fa68 Eevee: Get rid of glitchy black SSR.
Add sanitizer. I wanted to stay away from this because I think we should fix what causes NaNs in the first place. But there can be too much different factor causing NaNs and it can be because of user inputs.
2017-09-13 17:44:36 +02:00
9abacf38fd Eevee: SSR: Making ray count a define rather than an uniform.
The branching introduced by the uniform caused problems on mesa + AMD in the resolve stage.
This patch create one shader per sample count without branching.
This improves performance of a single ray per pixel case (3.0ms against 3.6ms in my testing)
2017-09-13 15:29:38 +02:00
d007828ae7 Eevee: Offset the for each AA sample.
This means we have less overall noise for rendered image.
SSR, AO, and Refraction are affected by this change.

SSR still exhibit artifacts because the reconstruction pattern needs to change every frame (TODO).
2017-08-21 01:39:23 +02:00
e3468d7ec2 Eevee: Optimize and improve GTAO Horizon search
This fix a bug when occluder are on the edge of the screen and occludes more than they should.

Grouped the texture fetches together and clamp the ray at the border of the screen.

Also add a few util functions.
2017-08-13 14:30:47 +02:00
0665f58a57 Eevee: Fix NaN
This was surely cause by float overflow. Limit roughness in this case to limit the brdf intensity.
Also compute VH faster.

Add a sanitizer to the SSR pass for investigating where NANs come from. Play with the roughness until you see where the black pixel is / comes from.
2017-08-11 01:26:05 +02:00
f53fa8d148 Eevee: SSR: Fix cone footprint estimation. 2017-08-10 15:43:48 +02:00
99f37bf2a2 Eevee: SSR: Refine Raytrace Algorithm.
We track the previous ray position offseted by the thickness. If the sampled depth is between this value and the current ray position then we have a hit.
This fixes rays that are almost colinear with the view vector. Thickness is now only important for rays that are comming back to the camera.

As a consequence, this simplify a lot of things.

Also include some refactor.
2017-08-10 15:43:48 +02:00
292f5ab758 Eevee: Correct Mipmap texel alignment.
Since we are working with non power of 2 textures, the mipmap level UV does not line up perfectly.
This resulted in skewed filtering and bad sampling of the min/max depth buffer.
2017-08-10 15:43:47 +02:00
aaa469a403 Eevee: Small code codestyle and fixes.
Rename get_specular_dominant_dir to get_specular_reflection_dominant_dir.
Add Zero length N check everywhere.
2017-08-10 15:43:47 +02:00
b71366801e Eevee: SSR: Change clamp to a real clamp and add Max Roughness.
Clamp will now works as in Cycles.

Max roughness limit ssr to a certain roughness level: for noise / performance tweaking.
2017-07-31 15:18:38 +02:00
683e31fd80 Eevee: SSR: Rewrote the raytracing algorithm.
It now uses a quality slider instead of stride.
Lower quality takes larger strides between samples and use lower mips when tracing rough rays.

Now raytracing is done entierly in homogeneous coordinate space. This run much faster.
Should be fairly optimized. We are still Bandwidth bound.

Add a line-line intersection refine.
Add a ray jitter between the multiple ray per pixel to fill some undersampling in mirror reflections.

The tracing now stops if it goes behind an object. This needs some work to allow it to continue even if behind objects.
2017-07-31 15:18:38 +02:00
05d73ec06f Eevee: Planar Reflection: only support mirror reflection if not using SSR. 2017-07-27 14:51:44 +02:00
4fd70c99a5 Eevee: SSR: Add support for planar probes.
This add the possibility to use planar probe informations to create SSR.
This has 2 advantages:
- Tracing is less expensive since the hit is found much quicker.
- We have much less artifact due to missing information.

There is still area for improvement.
2017-07-25 22:07:35 +02:00
27dd82a951 Eevee: SSR: Refactor multiple rays. Plus other changes...
-Allow a maximum of 4 rays per trace pixel.
-Removes parameter Normalize: use normalization all the time now.
-Add firefly clamp slider.
2017-07-24 15:36:37 +02:00
1d99d08d50 Eevee: SSR: Add two hit option.
This option add another raytrace per pixel, clearing some noise.
But multiplying the raytrace cost.
2017-07-24 15:36:37 +02:00
56ba01a561 Eevee: SSR: Fixed problem with un-initialized texture.
Also add another debug buffer and cleanup in effect_ssr_frag.glsl
2017-07-24 15:36:36 +02:00
c5f4342692 Eevee: SSR: Small fixes
- Encode normals for other opaque bsdf so they are not rejected by the normal facing test.
- Early out non reflective surfaces.
- Add small offset to raytrace to avoid self intersection.
- Fix fallback probes not appearing.
2017-07-24 15:36:22 +02:00
e5dae98999 Eevee: SSR: Add View Facing fadeout.
Also make hit boolean depends on hit coord not on pdf.
2017-07-24 15:28:27 +02:00
d2462e3d26 Eevee: SSR: Add fullscreen raytrace option and Screen border factor. 2017-07-24 15:28:27 +02:00
9906ef06b1 Eevee: SSR: Use noise to dither the stride banding. 2017-07-24 15:28:27 +02:00