Commit Graph
185 Commits
Author SHA1 Message Date
Pixelflinger e31ebb7a82 Fix a few issues with dithering
- only triangular noise needs to be scaled between +/-1, other noises
  have a uniform distribution and need to be scaled between +/-0.5

- all dither routines work in RGBA

- fixed FXAA in opaque mode when dithering modified the alpha channel
  (which is used by FXAA). This fixes flickering when FXAA and dithering
  was enabled.

- use triangular noise dithering on mobile and desktop. The cost in
  not measurable on a pixel 4 / 1080p, and the quality is better.

- refactor dithering code a bit such that:
  - noise methods are not temporal
  - all dither functions have the same structure
2020-05-13 17:16:58 -07:00
Ben Doherty 3c42ace496 Fix, don't sample from cascades without visible shadows (#2501) 2020-05-07 16:50:34 -07:00
Ben Doherty 4701945c87 Add rudimentary cascading shadow map support (#2482) 2020-05-06 17:20:04 -07:00
Pixelflinger 13767c3bb4 Don't use gl_FragCoord anywhere as it breaks with custom viewports
This fixes dynamic lighting and SSAO when a viewport is not in 0,0.
In practice this currently happens only when all post-processing is
disabled.

Instead of using gl_FragCoord we introduce a new API, 
getNormalizedViewportCoord(), which as the name implies returns
normalized [0, 1] viewport coordinates with origin at the bottom-left,
on all platforms.

This is implemented in this PR by interpolating gl_Position.
2020-05-01 23:51:17 -07:00
Pixelflinger 3bd1afedbd compute bitangeant in fragment shader
This saves 4 varying components.
Fixes #2092
2020-05-01 14:41:03 -07:00
Pixelflinger dc5c48de33 fix a couple missing 'highp' qualifiers 2020-05-01 10:14:44 -07:00
Pixelflinger 043cdcfcff simpify froxel GPU data structure
instead of storing two counters for point and spot lights, we now
only have a single counter for both, and the light data structure
has a type, the shader can use to decide what to do -- instead of
using two loops. In practice spot and point light code is very similar 
anyways. 

This simplify a lot the CPU side (as in make it less complex) and frees
up 8-bits in the per-froxel GPU data structure.
2020-04-24 01:42:27 -07:00
Romain Guy 038cecd8e2 Fix emissive 2020-04-17 18:46:16 -07:00
Romain Guy ddef5ec3c4 Change how emissive works (#2415)
Emissive was previously defined in exposure compensation stops, which
was confusing to many. It is now a value in nits, with the alpha
channel controlling how much the camera exposure affects the emissive.
At 0, the emissive value is just added to the final pixel color, at
1 the emissive value is multiplied by the exposure just like with
regular lights.

The intensity of the emissive property can be computed from an
exposure value (EV) easily with the following formula:

emissive.rgb = emissive.rgb * pow(2.0, EV - 3.0);

This formula is available as Exposure::luminance(float) already
in Filament.
2020-04-17 17:42:21 -07:00
Pixelflinger 56285d6227 improve contact shadows support
- contact shadows are now supported for point and spot lights
- and are now independent from regular shadows, that is they can
  be enabled without enabling regular shadows

The only limitation currently is that the distance and step count for
ALL contact shadow are taken from the directional light options.
2020-04-17 17:40:32 -07:00
Pixelflinger 6054a28b78 fog: correct for exp2 used in the shader 2020-04-16 15:02:29 -07:00
Pixelflinger e7df636368 fix spotlight documentation and clamping
filament spotlights use half-angles, which is the same as gltf.
2020-04-15 22:00:26 -07:00
Romain Guy b29311f23e Use a simplified fast acos() for specular AO (#2397)
The two spherical caps used in the intersection computations
have angles in the range 0..pi/2.
2020-04-15 14:48:46 -07:00
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