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blender-archive/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
Campbell Barton 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

548 lines
18 KiB
GLSL

/* Based on Stochastic Screen Space Reflections
* https://www.ea.com/frostbite/news/stochastic-screen-space-reflections */
#define MAX_MIP 9.0
uniform ivec2 halfresOffset;
ivec2 encode_hit_data(vec2 hit_pos, bool has_hit, bool is_planar)
{
ivec2 hit_data = ivec2(saturate(hit_pos) * 32767.0); /* 16bit signed int limit */
hit_data.x *= (is_planar) ? -1 : 1;
hit_data.y *= (has_hit) ? 1 : -1;
return hit_data;
}
vec2 decode_hit_data(vec2 hit_data, out bool has_hit, out bool is_planar)
{
is_planar = (hit_data.x < 0);
has_hit = (hit_data.y > 0);
vec2 hit_co = vec2(abs(hit_data)) / 32767.0; /* 16bit signed int limit */
if (is_planar) {
hit_co.x = 1.0 - hit_co.x;
}
return hit_co;
}
#ifdef STEP_RAYTRACE
uniform sampler2D normalBuffer;
uniform sampler2D specroughBuffer;
layout(location = 0) out ivec2 hitData;
layout(location = 1) out float pdfData;
void do_planar_ssr(int index,
vec3 V,
vec3 N,
vec3 T,
vec3 B,
vec3 planeNormal,
vec3 viewPosition,
float a2,
vec4 rand)
{
float NH;
vec3 H = sample_ggx(rand.xzw, a2, N, T, B, NH); /* Microfacet normal */
float pdf = pdf_ggx_reflect(NH, a2);
vec3 R = reflect(-V, H);
R = reflect(R, planeNormal);
/* If ray is bad (i.e. going below the plane) regenerate. */
if (dot(R, planeNormal) > 0.0) {
vec3 H = sample_ggx(rand.xzw * vec3(1.0, -1.0, -1.0), a2, N, T, B, NH); /* Microfacet normal */
pdf = pdf_ggx_reflect(NH, a2);
R = reflect(-V, H);
R = reflect(R, planeNormal);
}
pdfData = min(1024e32, pdf); /* Theoretical limit of 16bit float */
/* Since viewspace hit position can land behind the camera in this case,
* we save the reflected view position (visualize it as the hit position
* below the reflection plane). This way it's garanted that the hit will
* be in front of the camera. That let us tag the bad rays with a negative
* sign in the Z component. */
vec3 hit_pos = raycast(index, viewPosition, R * 1e16, 1e16, rand.y, ssrQuality, a2, false);
hitData = encode_hit_data(hit_pos.xy, (hit_pos.z > 0.0), true);
}
void do_ssr(vec3 V, vec3 N, vec3 T, vec3 B, vec3 viewPosition, float a2, vec4 rand)
{
float NH;
vec3 H = sample_ggx(rand.xzw, a2, N, T, B, NH); /* Microfacet normal */
float pdf = pdf_ggx_reflect(NH, a2);
vec3 R = reflect(-V, H);
pdfData = min(1024e32, pdf); /* Theoretical limit of 16bit float */
vec3 hit_pos = raycast(-1, viewPosition, R * 1e16, ssrThickness, rand.y, ssrQuality, a2, true);
hitData = encode_hit_data(hit_pos.xy, (hit_pos.z > 0.0), false);
}
void main()
{
# ifdef FULLRES
ivec2 fullres_texel = ivec2(gl_FragCoord.xy);
ivec2 halfres_texel = fullres_texel;
# else
ivec2 fullres_texel = ivec2(gl_FragCoord.xy) * 2 + halfresOffset;
ivec2 halfres_texel = ivec2(gl_FragCoord.xy);
# endif
float depth = texelFetch(depthBuffer, fullres_texel, 0).r;
/* Default: not hits. */
hitData = encode_hit_data(vec2(0.5), false, false);
pdfData = 0.0;
/* Early out */
/* We can't do discard because we don't clear the render target. */
if (depth == 1.0) {
return;
}
vec2 uvs = vec2(fullres_texel) / vec2(textureSize(depthBuffer, 0));
/* Using view space */
vec3 viewPosition = get_view_space_from_depth(uvs, depth);
vec3 V = viewCameraVec;
vec3 N = normal_decode(texelFetch(normalBuffer, fullres_texel, 0).rg, V);
/* Retrieve pixel data */
vec4 speccol_roughness = texelFetch(specroughBuffer, fullres_texel, 0).rgba;
/* Early out */
if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0) {
return;
}
float roughness = speccol_roughness.a;
float roughnessSquared = max(1e-3, roughness * roughness);
float a2 = roughnessSquared * roughnessSquared;
/* Early out */
if (roughness > ssrMaxRoughness + 0.2) {
return;
}
vec4 rand = texelFetch(utilTex, ivec3(halfres_texel % LUT_SIZE, 2), 0);
/* Gives *perfect* reflection for very small roughness */
if (roughness < 0.04) {
rand.xzw *= 0.0;
}
/* Importance sampling bias */
rand.x = mix(rand.x, 0.0, ssrBrdfBias);
vec3 worldPosition = transform_point(ViewMatrixInverse, viewPosition);
vec3 wN = transform_direction(ViewMatrixInverse, N);
vec3 T, B;
make_orthonormal_basis(N, T, B); /* Generate tangent space */
/* Planar Reflections */
for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; i++) {
PlanarData pd = planars_data[i];
float fade = probe_attenuation_planar(pd, worldPosition, wN, 0.0);
if (fade > 0.5) {
/* Find view vector / reflection plane intersection. */
/* TODO optimize, use view space for all. */
vec3 tracePosition = line_plane_intersect(worldPosition, cameraVec, pd.pl_plane_eq);
tracePosition = transform_point(ViewMatrix, tracePosition);
vec3 planeNormal = transform_direction(ViewMatrix, pd.pl_normal);
do_planar_ssr(i, V, N, T, B, planeNormal, tracePosition, a2, rand);
return;
}
}
do_ssr(V, N, T, B, viewPosition, a2, rand);
}
#else /* STEP_RESOLVE */
uniform sampler2D prevColorBuffer; /* previous frame */
uniform sampler2D normalBuffer;
uniform sampler2D specroughBuffer;
uniform isampler2D hitBuffer;
uniform sampler2D pdfBuffer;
uniform int neighborOffset;
const ivec2 neighbors[32] = ivec2[32](ivec2(0, 0),
ivec2(1, 1),
ivec2(-2, 0),
ivec2(0, -2),
ivec2(0, 0),
ivec2(1, -1),
ivec2(-2, 0),
ivec2(0, 2),
ivec2(0, 0),
ivec2(-1, -1),
ivec2(2, 0),
ivec2(0, 2),
ivec2(0, 0),
ivec2(-1, 1),
ivec2(2, 0),
ivec2(0, -2),
ivec2(0, 0),
ivec2(2, 2),
ivec2(-2, 2),
ivec2(0, -1),
ivec2(0, 0),
ivec2(2, -2),
ivec2(-2, -2),
ivec2(0, 1),
ivec2(0, 0),
ivec2(-2, -2),
ivec2(-2, 2),
ivec2(1, 0),
ivec2(0, 0),
ivec2(2, 2),
ivec2(2, -2),
ivec2(-1, 0));
out vec4 fragColor;
# if 0 /* Finish reprojection with motion vectors */
vec3 get_motion_vector(vec3 pos)
{
}
/* http://bitsquid.blogspot.fr/2017/06/reprojecting-reflections_22.html */
vec3 find_reflection_incident_point(vec3 cam, vec3 hit, vec3 pos, vec3 N)
{
float d_cam = point_plane_projection_dist(cam, pos, N);
float d_hit = point_plane_projection_dist(hit, pos, N);
if (d_hit < d_cam) {
/* Swap */
float tmp = d_cam;
d_cam = d_hit;
d_hit = tmp;
}
vec3 proj_cam = cam - (N * d_cam);
vec3 proj_hit = hit - (N * d_hit);
return (proj_hit - proj_cam) * d_cam / (d_cam + d_hit) + proj_cam;
}
# endif
float brightness(vec3 c)
{
return max(max(c.r, c.g), c.b);
}
vec2 get_reprojected_reflection(vec3 hit, vec3 pos, vec3 N)
{
/* TODO real reprojection with motion vectors, etc... */
return project_point(pastViewProjectionMatrix, hit).xy * 0.5 + 0.5;
}
float get_sample_depth(vec2 hit_co, bool is_planar, float planar_index)
{
if (is_planar) {
hit_co.x = 1.0 - hit_co.x;
return textureLod(planarDepth, vec3(hit_co, planar_index), 0.0).r;
}
else {
return textureLod(depthBuffer, hit_co, 0.0).r;
}
}
vec3 get_hit_vector(vec3 hit_pos,
PlanarData pd,
vec3 worldPosition,
vec3 N,
vec3 V,
bool is_planar,
inout vec2 hit_co,
inout float mask)
{
vec3 hit_vec;
if (is_planar) {
/* Reflect back the hit position to have it in non-reflected world space */
vec3 trace_pos = line_plane_intersect(worldPosition, V, pd.pl_plane_eq);
hit_vec = hit_pos - trace_pos;
hit_vec = reflect(hit_vec, pd.pl_normal);
/* Modify here so mip texel alignment is correct. */
hit_co.x = 1.0 - hit_co.x;
}
else {
/* Find hit position in previous frame. */
hit_co = get_reprojected_reflection(hit_pos, worldPosition, N);
hit_vec = hit_pos - worldPosition;
}
mask = screen_border_mask(hit_co);
return hit_vec;
}
vec3 get_scene_color(vec2 ref_uvs, float mip, float planar_index, bool is_planar)
{
if (is_planar) {
return textureLod(probePlanars, vec3(ref_uvs, planar_index), min(mip, prbLodPlanarMax)).rgb;
}
else {
return textureLod(prevColorBuffer, ref_uvs, mip).rgb;
}
}
vec4 get_ssr_samples(vec4 hit_pdf,
ivec4 hit_data[2],
PlanarData pd,
float planar_index,
vec3 worldPosition,
vec3 N,
vec3 V,
float roughnessSquared,
float cone_tan,
vec2 source_uvs,
inout float weight_acc)
{
bvec4 is_planar, has_hit;
vec4 hit_co[2];
hit_co[0].xy = decode_hit_data(hit_data[0].xy, has_hit.x, is_planar.x);
hit_co[0].zw = decode_hit_data(hit_data[0].zw, has_hit.y, is_planar.y);
hit_co[1].xy = decode_hit_data(hit_data[1].xy, has_hit.z, is_planar.z);
hit_co[1].zw = decode_hit_data(hit_data[1].zw, has_hit.w, is_planar.w);
vec4 hit_depth;
hit_depth.x = get_sample_depth(hit_co[0].xy, is_planar.x, planar_index);
hit_depth.y = get_sample_depth(hit_co[0].zw, is_planar.y, planar_index);
hit_depth.z = get_sample_depth(hit_co[1].xy, is_planar.z, planar_index);
hit_depth.w = get_sample_depth(hit_co[1].zw, is_planar.w, planar_index);
/* Hit position in view space. */
vec3 hit_view[4];
hit_view[0] = get_view_space_from_depth(hit_co[0].xy, hit_depth.x);
hit_view[1] = get_view_space_from_depth(hit_co[0].zw, hit_depth.y);
hit_view[2] = get_view_space_from_depth(hit_co[1].xy, hit_depth.z);
hit_view[3] = get_view_space_from_depth(hit_co[1].zw, hit_depth.w);
vec4 homcoord = vec4(hit_view[0].z, hit_view[1].z, hit_view[2].z, hit_view[3].z);
homcoord = ProjectionMatrix[2][3] * homcoord + ProjectionMatrix[3][3];
/* Hit position in world space. */
vec3 hit_pos[4];
hit_pos[0] = transform_point(ViewMatrixInverse, hit_view[0]);
hit_pos[1] = transform_point(ViewMatrixInverse, hit_view[1]);
hit_pos[2] = transform_point(ViewMatrixInverse, hit_view[2]);
hit_pos[3] = transform_point(ViewMatrixInverse, hit_view[3]);
/* Get actual hit vector and hit coordinate (from last frame). */
vec4 mask = vec4(1.0);
hit_pos[0] = get_hit_vector(
hit_pos[0], pd, worldPosition, N, V, is_planar.x, hit_co[0].xy, mask.x);
hit_pos[1] = get_hit_vector(
hit_pos[1], pd, worldPosition, N, V, is_planar.y, hit_co[0].zw, mask.y);
hit_pos[2] = get_hit_vector(
hit_pos[2], pd, worldPosition, N, V, is_planar.z, hit_co[1].xy, mask.z);
hit_pos[3] = get_hit_vector(
hit_pos[3], pd, worldPosition, N, V, is_planar.w, hit_co[1].zw, mask.w);
vec4 hit_dist;
hit_dist.x = length(hit_pos[0]);
hit_dist.y = length(hit_pos[1]);
hit_dist.z = length(hit_pos[2]);
hit_dist.w = length(hit_pos[3]);
hit_dist = max(vec4(1e-8), hit_dist);
/* Normalize */
hit_pos[0] /= hit_dist.x;
hit_pos[1] /= hit_dist.y;
hit_pos[2] /= hit_dist.z;
hit_pos[3] /= hit_dist.w;
/* Compute cone footprint in screen space. */
vec4 cone_footprint = hit_dist * cone_tan;
cone_footprint = ssrBrdfBias * 0.5 * cone_footprint *
max(ProjectionMatrix[0][0], ProjectionMatrix[1][1]) / homcoord;
/* Estimate a cone footprint to sample a corresponding mipmap level. */
vec4 mip = log2(cone_footprint * max_v2(vec2(textureSize(depthBuffer, 0))));
mip = clamp(mip, 0.0, MAX_MIP);
/* Correct UVs for mipmaping mis-alignment */
hit_co[0].xy *= mip_ratio_interp(mip.x);
hit_co[0].zw *= mip_ratio_interp(mip.y);
hit_co[1].xy *= mip_ratio_interp(mip.z);
hit_co[1].zw *= mip_ratio_interp(mip.w);
/* Slide 54 */
vec4 bsdf;
bsdf.x = bsdf_ggx(N, hit_pos[0], V, roughnessSquared);
bsdf.y = bsdf_ggx(N, hit_pos[1], V, roughnessSquared);
bsdf.z = bsdf_ggx(N, hit_pos[2], V, roughnessSquared);
bsdf.w = bsdf_ggx(N, hit_pos[3], V, roughnessSquared);
vec4 weight = step(1e-8, hit_pdf) * bsdf / max(vec4(1e-8), hit_pdf);
vec3 sample[4];
sample[0] = get_scene_color(hit_co[0].xy, mip.x, planar_index, is_planar.x);
sample[1] = get_scene_color(hit_co[0].zw, mip.y, planar_index, is_planar.y);
sample[2] = get_scene_color(hit_co[1].xy, mip.z, planar_index, is_planar.z);
sample[3] = get_scene_color(hit_co[1].zw, mip.w, planar_index, is_planar.w);
/* Clamped brightness. */
vec4 luma;
luma.x = brightness(sample[0]);
luma.y = brightness(sample[1]);
luma.z = brightness(sample[2]);
luma.w = brightness(sample[3]);
luma = max(vec4(1e-8), luma);
luma = 1.0 - max(vec4(0.0), luma - ssrFireflyFac) / luma;
sample[0] *= luma.x;
sample[1] *= luma.y;
sample[2] *= luma.z;
sample[3] *= luma.w;
/* Protection against NaNs in the history buffer.
* This could be removed if some previous pass has already
* sanitized the input. */
if (any(isnan(sample[0]))) {
sample[0] = vec3(0.0);
weight.x = 0.0;
}
if (any(isnan(sample[1]))) {
sample[1] = vec3(0.0);
weight.y = 0.0;
}
if (any(isnan(sample[2]))) {
sample[2] = vec3(0.0);
weight.z = 0.0;
}
if (any(isnan(sample[3]))) {
sample[3] = vec3(0.0);
weight.w = 0.0;
}
weight_acc += sum(weight);
/* Do not add light if ray has failed. */
vec4 accum;
accum = vec4(sample[0], mask.x) * weight.x * float(has_hit.x);
accum += vec4(sample[1], mask.y) * weight.y * float(has_hit.y);
accum += vec4(sample[2], mask.z) * weight.z * float(has_hit.z);
accum += vec4(sample[3], mask.w) * weight.w * float(has_hit.w);
return accum;
}
void main()
{
ivec2 fullres_texel = ivec2(gl_FragCoord.xy);
# ifdef FULLRES
ivec2 halfres_texel = fullres_texel;
# else
ivec2 halfres_texel = ivec2(gl_FragCoord.xy / 2.0);
# endif
vec2 uvs = gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0));
float depth = textureLod(depthBuffer, uvs, 0.0).r;
/* Early out */
if (depth == 1.0) {
discard;
}
/* Using world space */
vec3 viewPosition = get_view_space_from_depth(uvs, depth); /* Needed for viewCameraVec */
vec3 worldPosition = transform_point(ViewMatrixInverse, viewPosition);
vec3 V = cameraVec;
vec3 vN = normal_decode(texelFetch(normalBuffer, fullres_texel, 0).rg, viewCameraVec);
vec3 N = transform_direction(ViewMatrixInverse, vN);
vec4 speccol_roughness = texelFetch(specroughBuffer, fullres_texel, 0).rgba;
/* Early out */
if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0) {
discard;
}
float roughness = speccol_roughness.a;
float roughnessSquared = max(1e-3, roughness * roughness);
vec4 spec_accum = vec4(0.0);
/* Resolve SSR */
float cone_cos = cone_cosine(roughnessSquared);
float cone_tan = sqrt(1 - cone_cos * cone_cos) / cone_cos;
cone_tan *= mix(saturate(dot(N, -V) * 2.0), 1.0, roughness); /* Elongation fit */
vec2 source_uvs = project_point(pastViewProjectionMatrix, worldPosition).xy * 0.5 + 0.5;
vec4 ssr_accum = vec4(0.0);
float weight_acc = 0.0;
if (roughness < ssrMaxRoughness + 0.2) {
/* TODO optimize with textureGather */
/* Doing these fetches early to hide latency. */
vec4 hit_pdf;
hit_pdf.x = texelFetch(pdfBuffer, halfres_texel + neighbors[0 + neighborOffset], 0).r;
hit_pdf.y = texelFetch(pdfBuffer, halfres_texel + neighbors[1 + neighborOffset], 0).r;
hit_pdf.z = texelFetch(pdfBuffer, halfres_texel + neighbors[2 + neighborOffset], 0).r;
hit_pdf.w = texelFetch(pdfBuffer, halfres_texel + neighbors[3 + neighborOffset], 0).r;
ivec4 hit_data[2];
hit_data[0].xy = texelFetch(hitBuffer, halfres_texel + neighbors[0 + neighborOffset], 0).rg;
hit_data[0].zw = texelFetch(hitBuffer, halfres_texel + neighbors[1 + neighborOffset], 0).rg;
hit_data[1].xy = texelFetch(hitBuffer, halfres_texel + neighbors[2 + neighborOffset], 0).rg;
hit_data[1].zw = texelFetch(hitBuffer, halfres_texel + neighbors[3 + neighborOffset], 0).rg;
/* Find Planar Reflections affecting this pixel */
PlanarData pd;
float planar_index;
for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; i++) {
pd = planars_data[i];
float fade = probe_attenuation_planar(pd, worldPosition, N, 0.0);
if (fade > 0.5) {
planar_index = float(i);
break;
}
}
ssr_accum += get_ssr_samples(hit_pdf,
hit_data,
pd,
planar_index,
worldPosition,
N,
V,
roughnessSquared,
cone_tan,
source_uvs,
weight_acc);
}
/* Compute SSR contribution */
if (weight_acc > 0.0) {
ssr_accum /= weight_acc;
/* fade between 0.5 and 1.0 roughness */
ssr_accum.a *= smoothstep(ssrMaxRoughness + 0.2, ssrMaxRoughness, roughness);
accumulate_light(ssr_accum.rgb, ssr_accum.a, spec_accum);
}
/* If SSR contribution is not 1.0, blend with cubemaps */
if (spec_accum.a < 1.0) {
fallback_cubemap(N, V, worldPosition, viewPosition, roughness, roughnessSquared, spec_accum);
}
fragColor = vec4(spec_accum.rgb * speccol_roughness.rgb, 1.0);
}
#endif