Commit Graph
144 Commits
Author SHA1 Message Date
Pixelflinger bcde742bbc Revert "wip: rework filtering"
This reverts commit 79a83e8c46.
2020-01-30 11:37:41 -08:00
Mathias Agopian 79a83e8c46 wip: rework filtering 2020-01-30 11:33:06 -08:00
Mathias Agopian f290742f1b Screen-space refraction
With this PR screen-space refraction is functional.

Caveats:

The blur passes for supporting rough refractive materials is quite
heavy and increases with the resolution.

SSR uses a gaussian approximation for the brdf and therefore doesn’t
match perfectly cubemap-based refraction and IBL.

The use of MSAA with screen-space effects, while working, is going
to incur a large cost, especially on tilers.
2020-01-29 10:17:08 -08:00
Mathias Agopian b8d4b981e0 Better roughness remapping and comments
We were conflating two concepts in our comments about the roughness
remapping, which was confusing. Also changed the remapping so it 
matches a log2 mapping in our default configuration.
2020-01-06 17:42:56 -08:00
Mathias Agopian 2ef9d72dbd Simply refraction code
This makes it easier to add new shapes and experiment.
Added a "sold box" shape that is not used yet.
2020-01-06 11:33:06 -08:00
Pixelflinger a924fbb490 Better roughness remapping for IBLs
This greatly improves the quality of semi-rough
materials.
2019-12-14 16:36:58 -08:00
Pixelflinger dd8c0a759f Improve IBL's diffuse
If spherical harmonics are not specified in IndirectLight (i.e. 
omitted entirely), we instead use the roughness==1 LOD in the shader.
This produce much better results with absolute HDR environment, and 
generally works better more often.

This is now the preferred solution.

For cases where spherical harmonicas are better or preferred, they
can simply be supplied as before.
2019-12-10 12:26:52 -08:00
Romain Guy 8feb842717 Ignore metallicness when refracted objects don't specify reflectance
Metals need a complex IOR but we only accept a scalar IOR.
2019-12-10 11:56:00 -08:00
Mathias Agopian 9393e1369b don't apply roughness remapping for solid refraction
The thin roughness remapping only makes sense for thin surfaces, it was
a mistake to apply it to solids. It assumes that a ray will go
undisturbed though the thin surface with an ior of 1.
2019-12-10 00:02:17 -08:00
Ben Doherty c04a111d10 Fix froxel coordinate calculation on Metal and Vulkan (#1934) 2019-12-09 09:57:59 -08:00
Mathias Agopian 79f8947bfa Improve thin layer refraction
We now take into account the light bouncing between the two interfaces
of the materials. We can do this because we assume thin surfaces, 
meaning that the light will exit where it entered and with the same
direction that the specular.

This strengthen the specular at grazing angles (and reduces the transmission).
2019-12-08 22:18:18 -08:00
Mathias Agopian 160a22519e Use unclamped roughness for IBls
This allows us to have sharp reflection and refraction -- the later
is very important.
2019-12-08 22:18:18 -08:00
Mathias Agopian cc9a1d446c added the concept of micro thickness for thin objects
When dealing with thin objects we really have two thicknesses to 
consider, the thickness in the direction of the normal, which 
corresponds to the value used for solid objects, and the thickness of
the object's walls, which generally is a constant.

Reusing thickness in the later case is problematic for assets that have
a thickness map, but are rendered hollow.

In the future we can even imagine handling double-sided hollow objects
by using the thickness information -- e.g. a hollow cube.
2019-12-08 22:18:18 -08:00
Mathias Agopian b78ea90c27 apply thin roughness remapping to solid as well
this is because for solids we're also handling both interfaces in one
go (as opposed to calculate the actual btdf), and roughness should
depend on the ior.

Also rename some variables for less confusion (we now use 
incident(I)/refracted(R)).
2019-12-08 22:18:18 -08:00
Mathias Agopian cbb5d2b423 fix typos and rename refraction to refractionMode 2019-12-08 22:18:18 -08:00
Pixelflinger c759743e40 Don't saturate absorption, unless it's a constant
Update documentation.
2019-12-08 22:18:18 -08:00
Pixelflinger 3b2ecc6003 Fix a material compiling issue when thickness wasn't defined
We also now assume a thickness of 0, if it's not set in the material.
We don't want to assume any particular thickness, because it depends
on the scene's scale.

Also clamp the remapped roughness.
2019-12-08 22:18:18 -08:00
Mathias Agopian 4790cb5009 Allow materials to override the IOR
Normally the IOR is deduced from the reflectance, but now we allow to
specify the IOR instead or in addition to the reflectance.
In the later case, it's possible to create physically impossible
materials, but this can be useful for artistic reasons.
2019-12-08 22:18:18 -08:00
Pixelflinger 1ccae61d40 shader plumbing for screen-space refraction
In this PR, the filament side is missing, so we're outputting back.
But all codepaths in the shader are implemented:
 cubemap/screenspace, solid/thin
2019-12-08 22:18:18 -08:00
Mathias Agopian f670472e55 implement thin layers 2019-12-08 22:18:18 -08:00
Mathias Agopian 8d7866b58d apply fresnel to refraction
fixes white furnace test.
2019-12-08 22:18:18 -08:00
Mathias Agopian 179bf03caf implement absorption 2019-12-08 22:18:18 -08:00
Pixelflinger 0371a805ed basic refraction 2019-12-08 22:18:18 -08:00
Pixelflinger 57b48e0719 address reviewers comments
- get rid of "thin layer thickness" property
- make absorption a vec3
2019-12-08 22:18:18 -08:00
Mathias Agopian eb767abc55 Add material properties needed for refraction 2019-12-08 22:18:18 -08:00
Romain Guy 565002a918 Remove obsolete comment 2019-12-02 14:23:12 -08:00
Ben Doherty 59ceb05f99 Add support for mapping individual planes of iOS external images (#1917) 2019-11-27 10:38:13 -08:00
Pixelflinger 6246f20e63 Always use SH3 for indirect lighting
We used to use SH2 on mobile/webgl, but the quality degradation is too
prominent. This adds ~16 adds though.
2019-11-19 14:00:37 -08:00
Tim Psiaki 64a70c7c18 Flip Tangents and Bitangents on backfaces. 2019-11-13 11:31:57 -08:00
Philip Rideout 8872227af5 Fix normals with skinning when there is no normal map.
I tested this with the CesiumMan model, the lighting seems improved
around his hands.

Fixes #1848.
2019-11-11 15:03:17 -08:00
flashk fc76ed9949 clampNoV function ignores argument
The "clampNoV" shader function is ignoring the passed dot product argument and recomputing the dot product itself. This will result in the wrong NoV value being used for clear coat IBL computations.
2019-11-08 15:34:25 -08:00
Romain Guy 35959b547c Use unnormalized vectors to compute bump mapping. (#1813)
If we assume the tangents and bitangents were generated using mikktspace,
we should use the unnormalized vectors, as indicated at mikktspace.com
or in http://www.metalliandy.com/mikktspace/downloads/mikktspace/mikktspace.h
(see last comment at the end of the file).
2019-10-29 09:41:15 +00:00
Romain Guy b0d116632c Add the ability to modify clip space coordinates in the vertex shader (#1704)
* Add the ability to modify clip space coordinates in the vertex shader

This introduces MaterialVertexInputs.clipSpaceTransform, a mat4 that
is applied to gl_Position before exiting the vertex stage.

* Address code review comments
2019-09-28 14:15:32 +03:00
Philip Rideout 561221fdc3 Rename PostProcessVertexInputs uv to normalizedUV. 2019-09-16 09:04:14 -07:00
Philip Rideout 8548afa231 Fix full-screen triangle winding and tex coords.
If you tried removing `culling: none` from any post-process materials,
everything would be fine in GL but Vulkan would be black because
our full-screen triangle was back-facing.

Continue reading only if you thrive in absurd situations.

- Metal and OpenGL define clip space as Y-up whereas Vulkan is Y-down.
- Metal and Vulkan define tex coords as Y-down whereas OpenGL is Y-up.
2019-09-16 09:04:14 -07:00
Philip Rideout 803e695d5c Add "uvToRenderTargetUV" to public shading API.
Fixes #1626.
2019-09-16 09:03:30 -07:00
Ben Doherty d849231caf Remove old post-process shader pipeline (#1631) 2019-09-13 09:29:28 -07:00
Ben Doherty 57e7280ac9 Remove post-process uniform / sampler blocks (#1624) 2019-09-11 16:57:48 -07:00
Ben Doherty 7c24a1bbaa Add custom vertex shaders for post-process materials (#1606) 2019-09-09 09:17:35 -07:00
Romain Guy 6a8e6d45b5 Improve materials under white furnace test (#1563)
* Improve materials under white furnace test

Two major changes:
- Mobile target now implements a cheaper variant of the off specular
  peak bias (which moves the reflected vector towards the normal).
  This greatly helps with rough surfaces that may otherwise point
  toward a bright part of the IBL.
- The indirect diffuse love is now properly attenuated to avoid adding
  the energy reflected by the specular layer. This allows dielectrics
  to be correctly energy conserving under a white furnace.
- Tweak the (hacky) clear coat layer attenuation to behave properly
  under a white furnace.

* Use the same reflected vector modification everywhere
2019-08-28 10:39:57 -07:00
Ben Doherty 6ba20f29d4 Fix normal mapping with skinning or morphing in Metal (#1530) 2019-08-16 17:24:01 -07:00
Philip Rideout 2460f9e721 Better Adreno workaround for #1096.
This is an improved workaround for a known limitation with Vulkan
drivers on Android P. The offending SPIR-V sequence was introduced
during shader optimization and can be avoided by using full precision
for certain variables.
2019-08-13 11:36:59 -07:00
Philip Rideout 18a0bd70fb Restore accidental removal of Adreno workaround. 2019-08-12 11:42:16 -07:00
Philip Rideout 38955a91e5 matinfo: fix ordering of analyze-spirv output. 2019-08-12 11:40:36 -07:00
Philip Rideout 0bd9515b3d Add getWorldOffset() shader API, enhance docs.
This allows advanced shader authors like myself to get coordinates
in the API level world space.

Fixes #1485.
2019-08-09 08:28:28 -07:00
prideout 44c7d3ac34 Add workaround for Adreno Vulkan shader bug.
Fixes #1096.
2019-07-30 10:20:21 -07:00
Philip Rideout 90c17ccbad Filament now supports GPU vertex morphing.
This works by aliasing CUSTOM0 - CUSTOM7 to morphing attributes, and by
extending our existing skinning variant.

This PR was tested against some upcoming changes to gltfio.

Issue #1149, #1417
2019-07-26 17:53:46 -04:00
Romain Guy 7b80b31365 Remove unused parameter 2019-07-23 10:04:18 -07:00
Ben Doherty 82c7e4d988 Add new post-process functions (#1400) 2019-07-11 14:06:26 -07:00
Ben Doherty b15abe9e5e Rename post-process generator functions (#1395) 2019-07-11 10:44:46 -07:00