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blender-archive/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl
Jeroen Bakker be2bc97eba EEVEE: Render Passes
This patch adds new render passes to EEVEE. These passes include:

* Emission
* Diffuse Light
* Diffuse Color
* Glossy Light
* Glossy Color
* Environment
* Volume Scattering
* Volume Transmission
* Bloom
* Shadow

With these passes it will be possible to use EEVEE effectively for
compositing. During development we kept a close eye on how to get similar
results compared to cycles render passes there are some differences that
are related to how EEVEE works. For EEVEE we combined the passes to
`Diffuse` and `Specular`. There are no transmittance or sss passes anymore.
Cycles will be changed accordingly.

Cycles volume transmittance is added to multiple surface col passes. For
EEVEE we left the volume transmittance as a separate pass.

Known Limitations

* All materials that use alpha blending will not be rendered in the render
  passes. Other transparency modes are supported.
* More GPU memory is required to store the render passes. When rendering
  a HD image with all render passes enabled at max extra 570MB GPU memory is
  required.

Implementation Details

An overview of render passes have been described in
https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses

Future Developments

* In this implementation the materials are re-rendered for Diffuse/Glossy
  and Emission passes. We could use multi target rendering to improve the
  render speed.
* Other passes can be added later
* Don't render material based passes when only requesting AO or Shadow.
* Add more passes to the system. These could include Cryptomatte, AOV's, Vector,
  ObjectID, MaterialID, UV.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D6331
2020-02-21 11:13:43 +01:00

90 lines
2.8 KiB
GLSL

/* Based on Separable SSS. by Jorge Jimenez and Diego Gutierrez */
#define MAX_SSS_SAMPLES 65
layout(std140) uniform sssProfile
{
vec4 kernel[MAX_SSS_SAMPLES];
vec4 radii_max_radius;
int sss_samples;
};
uniform sampler2D depthBuffer;
uniform sampler2D sssIrradiance;
uniform sampler2D sssRadius;
uniform sampler2D sssAlbedo;
#ifndef UTIL_TEX
# define UTIL_TEX
uniform sampler2DArray utilTex;
# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
#endif /* UTIL_TEX */
layout(location = 0) out vec4 sssRadiance;
float get_view_z_from_depth(float depth)
{
if (ProjectionMatrix[3][3] == 0.0) {
float d = 2.0 * depth - 1.0;
return -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]);
}
else {
return viewVecs[0].z + depth * viewVecs[1].z;
}
}
#define LUT_SIZE 64
#define M_PI_2 1.5707963267948966 /* pi/2 */
#define M_2PI 6.2831853071795865 /* 2*pi */
void main(void)
{
vec2 pixel_size = 1.0 / vec2(textureSize(depthBuffer, 0).xy); /* TODO precompute */
vec2 uvs = gl_FragCoord.xy * pixel_size;
vec3 sss_irradiance = texture(sssIrradiance, uvs).rgb;
float sss_radius = texture(sssRadius, uvs).r;
float depth_view = get_view_z_from_depth(texture(depthBuffer, uvs).r);
float rand = texelfetch_noise_tex(gl_FragCoord.xy).r;
#ifdef FIRST_PASS
float angle = M_2PI * rand + M_PI_2;
vec2 dir = vec2(1.0, 0.0);
#else /* SECOND_PASS */
float angle = M_2PI * rand;
vec2 dir = vec2(0.0, 1.0);
#endif
vec2 dir_rand = vec2(cos(angle), sin(angle));
/* Compute kernel bounds in 2D. */
float homcoord = ProjectionMatrix[2][3] * depth_view + ProjectionMatrix[3][3];
vec2 scale = vec2(ProjectionMatrix[0][0], ProjectionMatrix[1][1]) * sss_radius / homcoord;
vec2 finalStep = scale * radii_max_radius.w;
finalStep *= 0.5; /* samples range -1..1 */
/* Center sample */
vec3 accum = sss_irradiance * kernel[0].rgb;
for (int i = 1; i < sss_samples && i < MAX_SSS_SAMPLES; i++) {
vec2 sample_uv = uvs + kernel[i].a * finalStep *
((abs(kernel[i].a) > sssJitterThreshold) ? dir : dir_rand);
vec3 color = texture(sssIrradiance, sample_uv).rgb;
float sample_depth = texture(depthBuffer, sample_uv).r;
sample_depth = get_view_z_from_depth(sample_depth);
/* Depth correction factor. */
float depth_delta = depth_view - sample_depth;
float s = clamp(1.0 - exp(-(depth_delta * depth_delta) / (2.0 * sss_radius)), 0.0, 1.0);
/* Out of view samples. */
if (any(lessThan(sample_uv, vec2(0.0))) || any(greaterThan(sample_uv, vec2(1.0)))) {
s = 1.0;
}
/* Mix with first sample in failure case and apply kernel color. */
accum += kernel[i].rgb * mix(color, sss_irradiance, s);
}
#if defined(FIRST_PASS)
sssRadiance = vec4(accum, 1.0);
#else /* SECOND_PASS */
sssRadiance = vec4(accum * texture(sssAlbedo, uvs).rgb, 1.0);
#endif
}