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Properly scale SSR reflection based on metallic value for dielectric …
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…materials
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clayjohn committed Sep 9, 2022
1 parent 24ce46e commit 65f0113
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Showing 6 changed files with 16 additions and 26 deletions.
6 changes: 1 addition & 5 deletions servers/rendering/renderer_rd/effects/ss_effects.cpp
Expand Up @@ -1484,7 +1484,7 @@ void SSEffects::ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const Rend
}
}

void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, const RID *p_metallic_slices, const Color &p_metallic_mask, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets) {
void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, const RID *p_metallic_slices, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
Expand Down Expand Up @@ -1579,10 +1579,6 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_projections[v].matrix[1][1]);
push_constant.proj_info[2] = (1.0f - p_projections[v].matrix[0][2]) / p_projections[v].matrix[0][0];
push_constant.proj_info[3] = (1.0f + p_projections[v].matrix[1][2]) / p_projections[v].matrix[1][1];
push_constant.metallic_mask[0] = CLAMP(p_metallic_mask.r * 255.0, 0, 255);
push_constant.metallic_mask[1] = CLAMP(p_metallic_mask.g * 255.0, 0, 255);
push_constant.metallic_mask[2] = CLAMP(p_metallic_mask.b * 255.0, 0, 255);
push_constant.metallic_mask[3] = CLAMP(p_metallic_mask.a * 255.0, 0, 255);

ScreenSpaceReflectionMode mode = (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) ? SCREEN_SPACE_REFLECTION_ROUGH : SCREEN_SPACE_REFLECTION_NORMAL;
RID shader = ssr.shader.version_get_shader(ssr.shader_version, mode);
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7 changes: 2 additions & 5 deletions servers/rendering/renderer_rd/effects/ss_effects.h
Expand Up @@ -168,7 +168,7 @@ class SSEffects {
};

void ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, const Size2i &p_screen_size, const uint32_t p_view_count);
void screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, const RID *p_metallic_slices, const Color &p_metallic_mask, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets);
void screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, const RID *p_metallic_slices, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets);
void ssr_free(SSRRenderBuffers &p_ssr_buffers);

/* subsurface scattering */
Expand Down Expand Up @@ -465,10 +465,7 @@ class SSEffects {
uint32_t orthogonal; // 4 - 52
float filter_mipmap_levels; // 4 - 56
uint32_t use_half_res; // 4 - 60
uint8_t metallic_mask[4]; // 4 - 64

uint32_t view_index; // 4 - 68
uint32_t pad[3]; // 12 - 80
uint32_t view_index; // 4 - 64

// float projection[16]; // this is in our ScreenSpaceReflectionSceneData now
};
Expand Down
Expand Up @@ -1609,7 +1609,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
for (uint32_t v = 0; v < p_render_data->view_count; v++) {
specular_views[v] = rb_data->get_specular(v);
}
_process_ssr(rb, color_only_framebuffer, normal_roughness_views, rb_data->get_specular(), specular_views, Color(0, 0, 0, 1), p_render_data->environment, p_render_data->view_projection, p_render_data->view_eye_offset, rb->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED);
_process_ssr(rb, color_only_framebuffer, normal_roughness_views, rb_data->get_specular(), specular_views, p_render_data->environment, p_render_data->view_projection, p_render_data->view_eye_offset, rb->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED);
RD::get_singleton()->draw_command_end_label();
} else {
//just mix specular back
Expand Down
4 changes: 2 additions & 2 deletions servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
Expand Up @@ -1328,7 +1328,7 @@ void RendererSceneRenderRD::_process_sss(Ref<RenderSceneBuffersRD> p_render_buff
}
}

void RendererSceneRenderRD::_process_ssr(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_slices, RID p_specular_buffer, const RID *p_metallic_slices, const Color &p_metallic_mask, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive) {
void RendererSceneRenderRD::_process_ssr(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_slices, RID p_specular_buffer, const RID *p_metallic_slices, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive) {
ERR_FAIL_NULL(ss_effects);
ERR_FAIL_COND(p_render_buffers.is_null());

Expand All @@ -1355,7 +1355,7 @@ void RendererSceneRenderRD::_process_ssr(Ref<RenderSceneBuffersRD> p_render_buff
texture_slices[v] = p_render_buffers->get_internal_texture(v);
depth_slices[v] = p_render_buffers->get_depth_texture(v);
}
ss_effects->screen_space_reflection(p_render_buffers->ssr, texture_slices, p_normal_slices, ssr_roughness_quality, p_metallic_slices, p_metallic_mask, depth_slices, half_size, environment_get_ssr_max_steps(p_environment), environment_get_ssr_fade_in(p_environment), environment_get_ssr_fade_out(p_environment), environment_get_ssr_depth_tolerance(p_environment), view_count, p_projections, p_eye_offsets);
ss_effects->screen_space_reflection(p_render_buffers->ssr, texture_slices, p_normal_slices, ssr_roughness_quality, p_metallic_slices, depth_slices, half_size, environment_get_ssr_max_steps(p_environment), environment_get_ssr_fade_in(p_environment), environment_get_ssr_fade_out(p_environment), environment_get_ssr_depth_tolerance(p_environment), view_count, p_projections, p_eye_offsets);
copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : p_render_buffers->get_internal_texture(), p_render_buffers->ssr.output, view_count);
}

Expand Down
2 changes: 1 addition & 1 deletion servers/rendering/renderer_rd/renderer_scene_render_rd.h
Expand Up @@ -138,7 +138,7 @@ class RendererSceneRenderRD : public RendererSceneRender {
virtual RID _render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;

void _process_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection);
void _process_ssr(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_buffer_slices, RID p_specular_buffer, const RID *p_metallic_slices, const Color &p_metallic_mask, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive);
void _process_ssr(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_buffer_slices, RID p_specular_buffer, const RID *p_metallic_slices, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive);
void _process_sss(Ref<RenderSceneBuffersRD> p_render_buffers, const Projection &p_camera);
void _process_ssil(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform);

Expand Down
Expand Up @@ -30,12 +30,7 @@ layout(push_constant, std430) uniform Params {
bool orthogonal;
float filter_mipmap_levels;
bool use_half_res;
uint metallic_mask;

uint view_index;
uint pad1;
uint pad2;
uint pad3;
}
params;

Expand Down Expand Up @@ -167,7 +162,7 @@ void main() {

if (depth > z_to) {
// if depth was surpassed
if (depth <= max(z_to, z_from) + params.depth_tolerance && -depth < params.camera_z_far) {
if (depth <= max(z_to, z_from) + params.depth_tolerance && -depth < params.camera_z_far * 0.95) {
// check the depth tolerance and far clip
// check that normal is valid
found = true;
Expand Down Expand Up @@ -231,18 +226,20 @@ void main() {
}
}

// Isn't this going to be overwritten after our endif?
final_color = imageLoad(source_diffuse, ivec2((final_pos - 0.5) * pixel_size));

imageStore(blur_radius_image, ssC, vec4(blur_radius / 255.0)); //stored in r8

#endif // MODE_ROUGH

final_color = vec4(imageLoad(source_diffuse, ivec2(final_pos - 0.5)).rgb, fade * margin_blend);

//change blend by metallic
vec4 metallic_mask = unpackUnorm4x8(params.metallic_mask);
final_color.a *= dot(metallic_mask, texelFetch(source_metallic, ssC << 1, 0));
// Schlick term.
float metallic = texelFetch(source_metallic, ssC << 1, 0).w;
float f0 = mix(0.04, 1.0, metallic); // Assume a "specular" amount of 0.5
normal.y = -normal.y;
float m = clamp(1.0 - dot(normalize(normal), -view_dir), 0.0, 1.0);
float m2 = m * m;
m = m2 * m2 * m; // pow(m,5)
final_color.a *= f0 + (1.0 - f0) * m; // Fresnel Schlick term.

imageStore(ssr_image, ssC, final_color);

Expand Down

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