This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
Clément Foucault 9f2e995c3e Fix T97796 EEVEE: Regression: Alpha clipped materials rendered as alpha hashed
This was because the alpha clip thresholding was previously done in the
material nodes codegen. Now it is the responsibility of the engine to
implement it.

This adds a loose uniform that is set by EEVEE itself to control the clip
behavior.
2022-05-07 15:00:37 +02:00

94 lines
2.6 KiB
GLSL

/* Required by some nodes. */
#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_uniforms_lib.glsl)
#pragma BLENDER_REQUIRE(closure_eval_surface_lib.glsl)
#pragma BLENDER_REQUIRE(surface_lib.glsl)
#ifdef USE_ALPHA_HASH
/* A value of -1.0 will disable alpha clip and use alpha hash. */
uniform float alphaClipThreshold;
/* From the paper "Hashed Alpha Testing" by Chris Wyman and Morgan McGuire */
float hash(vec2 a)
{
return fract(1e4 * sin(17.0 * a.x + 0.1 * a.y) * (0.1 + abs(sin(13.0 * a.y + a.x))));
}
float hash3d(vec3 a)
{
return hash(vec2(hash(a.xy), a.z));
}
float hashed_alpha_threshold(vec3 co)
{
/* Find the discretized derivatives of our coordinates. */
float max_deriv = max(length(dFdx(co)), length(dFdy(co)));
float pix_scale = 1.0 / (alphaHashScale * max_deriv);
/* Find two nearest log-discretized noise scales. */
float pix_scale_log = log2(pix_scale);
vec2 pix_scales;
pix_scales.x = exp2(floor(pix_scale_log));
pix_scales.y = exp2(ceil(pix_scale_log));
/* Compute alpha thresholds at our two noise scales. */
vec2 alpha;
alpha.x = hash3d(floor(pix_scales.x * co));
alpha.y = hash3d(floor(pix_scales.y * co));
/* Factor to interpolate lerp with. */
float fac = fract(log2(pix_scale));
/* Interpolate alpha threshold from noise at two scales. */
float x = mix(alpha.x, alpha.y, fac);
/* Pass into CDF to compute uniformly distrib threshold. */
float a = min(fac, 1.0 - fac);
float one_a = 1.0 - a;
float denom = 1.0 / (2 * a * one_a);
float one_x = (1 - x);
vec3 cases = vec3((x * x) * denom, (x - 0.5 * a) / one_a, 1.0 - (one_x * one_x * denom));
/* Find our final, uniformly distributed alpha threshold. */
float threshold = (x < one_a) ? ((x < a) ? cases.x : cases.y) : cases.z;
/* Jitter the threshold for TAA accumulation. */
threshold = fract(threshold + alphaHashOffset);
/* Avoids threshold == 0. */
threshold = clamp(threshold, 1.0e-6, 1.0);
return threshold;
}
#endif
void main()
{
#if defined(USE_ALPHA_HASH)
g_data = init_globals();
Closure cl = nodetree_exec();
float opacity = saturate(1.0 - avg(cl.transmittance));
if (alphaClipThreshold == -1.0) {
/* NOTE: uniform control flow required for dFdx(). */
if (opacity < hashed_alpha_threshold(worldPosition)) {
discard;
}
}
else {
if (opacity <= alphaClipThreshold) {
discard;
}
}
#endif
}