Commit Graph
183 Commits
Author SHA1 Message Date
Romain Guy 3c26c2cec1 Fix another typo 2020-04-13 15:47:43 -07:00
Romain Guy 7cdc0c032f Fix typos 2020-04-13 14:27:31 -07:00
Pixelflinger 2adfb259c6 fix shader overflows leading to black pixels
we clamp the output of post_process materials to 0,FLT16_MAX
2020-04-08 11:27:18 -07:00
Romain Guy 52086fe4d5 Remove debug code 2020-04-07 15:55:52 -07:00
Romain Guy bf0dc32ee3 Change specularAmbientOcclusion from boolean to enum (#2352)
The user can now choose amongst 3 specular AO methods:
- None, specAO is off
- Simple, specAO is inferred from roughness and diffuse AO
- Bent normals, specAO is computed accurately from cone intersections

The last method is more expensive but produces the best results.

This change also fixes a few issues:
- Rename materialRefraction() and materialRefractionType() for
  consistency
- Fixes user time in shaders
2020-04-07 09:19:48 -07:00
Romain Guy 92b7ee97f5 Kill specular AO at low roughness (#2348)
On metals (made only of specular light), specular AO can
create large black spots. This change simply kills specular
AO to avoid this artifact. In practice we should take into
account multiple bounces but this is rasterization...
2020-04-06 15:30:32 -07:00
Romain Guy 06eca637b0 Remove a mul from specular AO computations 2020-03-31 22:55:05 -07:00
Romain Guy 92b2dd835d Add support for bent normals (#2303)
* Add support for bent normals

Bent normals can be enabled via the bentNormal property of a material.
When specular occlusion is enabled, bent normals improve the quality
of the computation.

* Save a couple of multiplications in bent specular AO
2020-03-29 17:00:03 -07:00
Pixelflinger cb356606d9 fog improvements
- handle heightFalloff=0 (i.e. fog doesn't depend on height) correctly,
  previously, a divide-by-zero on the cpu side would get in the way.
  The fix is to clamp heightFalloff to a small-enough value, and to
  make sure that this is handled correctly in the shader.

- default fog distance is 0 instead of 1m

- inScatteringSize parameter should be allowed to be large in samples
2020-03-26 16:01:56 -07:00
Pixelflinger 2188923153 Fix fog with transparent objects 2020-03-25 17:10:36 -07:00
Pixelflinger b4f5a4a0a0 Fog improvements
- optimized the fog computations
- fixed issues with the skybox
- added the option of getting the fog color modulated by the IBL envmap
2020-03-24 22:29:25 -07:00
Pixelflinger 5929d5d9dd improve quality of diffuse sampling on desktop
We 4-tap filter the diffuse map, which generally is very small
(e.g. 16x16), to improve quality a bit.
2020-03-24 22:28:59 -07:00
Pixelflinger 2caa09bebd Fix IBL mip calculation
The max mip (i.e. mip at roughness 1) was off by one.
2020-03-23 15:04:24 -07:00
Mathias Agopian 0c6d96c407 Add support for basic fog (#2256)
* Add support for basic fog

* address reviewers comments
2020-03-19 18:01:07 -07:00
Pixelflinger 1f48bd3e79 fix contact-shadows with shadow multiplier 2020-03-19 18:00:41 -07:00
Ben Doherty 210234255c Fix contact shadow GLSL compilation error (#2254) 2020-03-18 10:05:58 -07:00
Pixelflinger 6ea9872a3e fix computation of shading_posiiton for clip space domain shader
When reconstructing the position from clip-space, we need to apply
the .w divide.

Also use getWorldFromClipMatrix() directly.
2020-03-17 00:01:50 -07:00
Mathias Agopian d54ceff7a3 Add support for screen-space contact shadows (#2245)
* Add support for screen-space contact shadows

This CL adds support and always enables it.
toggles and setting in the next CL (same PR).

* Plumb settings for screen-space contact shadows

screen-space contact shadows is handled like a shadow option,
parameters (including on/off) are set in the LightManager, using
the existing ShadowOptions API.

Additionally there is a per-renderable toggle.

Both toggles are off by default.

* Allow contact shadows when shadowing is auto-disabled


Shadowing can be auto-disabled when for instance there are no
shadow casters in the scene. We still allow contact shadows in
that case.

This would allow for instance, to make the vegetation on a terrain
not shadow-casting, and still get some shadowing there by using
contact shadows instead.

* apply micro-shadowing after contact shadows

also, don't compute contact shadows when we know we're fully shadowed.
2020-03-16 22:39:24 -07:00
Ben Doherty f4da2ef8ec Add support for spot light shadows (#2209) 2020-03-10 17:53:25 -07:00
Ben Doherty 81a2d70251 Use array texture for shadow maps (#2199) 2020-03-04 11:59:25 -08:00
Ben Doherty 3a2a40c76a Add additional shadow info to lights uniform (#2200) 2020-03-04 11:58:51 -08:00
Ben Doherty b0ab9bb697 Remove unnecessary quotes from shader (#2186) 2020-02-28 10:50:52 -08:00
Romain Guy 4ec5fac95c Add support for KHR_materials_clearcoat to gltfio (#2169) 2020-02-26 10:11:34 -08:00
Romain Guy 8b2ea72be2 Fix emissive in unlit shaders
This change applies exposure compensation just like with
lit shaders.
2020-02-25 09:47:06 -08:00
Pixelflinger c72f622a87 Minor changes to SAO
- minor uniform optimizations (saves ~0.1ms)
- fix some missing highp precision qualifers
- make it easier to tweak the blur filter
- make sure samples's radius goes from 0 to 1
- update comments
2020-02-24 18:06:49 -08:00
Mathias Agopian 8bbf0ce9ef Bloom can now have a dirt texture applied 2020-02-13 20:51:43 -08:00
Mathias Agopian bccb8260e2 Implement a Bloom post-process effect 2020-02-11 12:15:57 -08:00
Mathias Agopian 60b664d3b9 rework refraction filtering/blurring to improve performance
We now use a fixed-size kernel (right now 17), for each mip-level.
And we workout the mapping from roughness to such mip.

This improves performance by reducing significantly the number of taps
per mip, however, we don't control how much blur is actually applied
at each level. This gives a mip-chain that is proportional to
'roughness'.

It's now easier to tune quality vs. speed by tweaking the kernel's width
as well as how we map 'sigma' to a the kernel width.
2020-02-03 11:45:17 -08:00
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