EEVEE-Next: Raytrace: Add Diffuse Ray #112539

Merged
Clément Foucault merged 9 commits from fclem/blender:eevee-next-indirect-diffuse into main 2023-09-20 18:37:06 +02:00

This implement the diffuse tracing as simple
screen-space ray trace. This is extremely inefficient
and should only be used for reference purpose.

The real screen space diffuse implementation will
be done in another PR.

Depends on #112507

image

This implement the diffuse tracing as simple screen-space ray trace. This is extremely inefficient and should only be used for reference purpose. The real screen space diffuse implementation will be done in another PR. Depends on #112507 ![image](/attachments/a2c0a9d9-3206-4dc7-acf8-0c37851ad10b)
345 KiB
Clément Foucault added 2 commits 2023-09-18 19:17:29 +02:00
This allow to move the light evaluation up in
the deferred pipeline and avoid coupling two
different steps into one. This add more
flexibility in the implementation of
deferred lighting and indirect lighting
algorithms.

This splits the reflection probe evaluation
to its own shader since it is quite different
now.
This implement the diffuse tracing as simple
screen-space ray trace. This is extremely inefficient
and should only be used for reference purpose.

The real screen space diffuse implementation will
be done in another PR.
Clément Foucault changed title from EEVEE-Next: Raytrace: Add Diffuse Ray to WIP: EEVEE-Next: Raytrace: Add Diffuse Ray 2023-09-18 19:25:39 +02:00
Clément Foucault added 1 commit 2023-09-18 19:29:55 +02:00
Clément Foucault added 5 commits 2023-09-19 14:46:09 +02:00
Clément Foucault changed title from WIP: EEVEE-Next: Raytrace: Add Diffuse Ray to EEVEE-Next: Raytrace: Add Diffuse Ray 2023-09-19 14:54:10 +02:00
Clément Foucault added 1 commit 2023-09-20 18:36:23 +02:00
# Conflicts:
#	source/blender/draw/engines/eevee_next/eevee_pipeline.cc
#	source/blender/draw/engines/eevee_next/eevee_raytrace.cc
#	source/blender/draw/engines/eevee_next/shaders/eevee_deferred_capture_frag.glsl
#	source/blender/draw/engines/eevee_next/shaders/eevee_deferred_combine_frag.glsl
#	source/blender/draw/engines/eevee_next/shaders/eevee_deferred_light_frag.glsl
#	source/blender/draw/engines/eevee_next/shaders/eevee_ray_generate_comp.glsl
#	source/blender/draw/engines/eevee_next/shaders/eevee_renderpass_lib.glsl
#	source/blender/draw/engines/eevee_next/shaders/infos/eevee_deferred_info.hh
Clément Foucault merged commit 89da0cf07d into main 2023-09-20 18:37:06 +02:00
Clément Foucault deleted branch eevee-next-indirect-diffuse 2023-09-20 18:37:08 +02:00
First-time contributor

Could there maybe be a per-light control for GI similar to diffuse, specular and volume? UE5 gives you such control. I imagine it could be useful for something like rim lights.

Could there maybe be a per-light control for GI similar to diffuse, specular and volume? UE5 gives you such control. I imagine it could be useful for something like rim lights.
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Member

@xZaki unfortunately this isn't possible because the light used for indirect rays is the same used to lit the objects.

@xZaki unfortunately this isn't possible because the light used for indirect rays is the same used to lit the objects.
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