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Properly scale SSR reflection based on metallic value for dielectric materials

clayjohn 3 lat temu
rodzic
commit
65f0113bc6

+ 1 - 5
servers/rendering/renderer_rd/effects/ss_effects.cpp

@@ -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();
 	UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
 	ERR_FAIL_NULL(uniform_set_cache);
 	ERR_FAIL_NULL(uniform_set_cache);
 	MaterialStorage *material_storage = MaterialStorage::get_singleton();
 	MaterialStorage *material_storage = MaterialStorage::get_singleton();
@@ -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[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[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.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;
 			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);
 			RID shader = ssr.shader.version_get_shader(ssr.shader_version, mode);

+ 2 - 5
servers/rendering/renderer_rd/effects/ss_effects.h

@@ -168,7 +168,7 @@ public:
 	};
 	};
 
 
 	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 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);
 	void ssr_free(SSRRenderBuffers &p_ssr_buffers);
 
 
 	/* subsurface scattering */
 	/* subsurface scattering */
@@ -465,10 +465,7 @@ private:
 		uint32_t orthogonal; //  4 - 52
 		uint32_t orthogonal; //  4 - 52
 		float filter_mipmap_levels; //  4 - 56
 		float filter_mipmap_levels; //  4 - 56
 		uint32_t use_half_res; //  4 - 60
 		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
 		// float projection[16];			// this is in our ScreenSpaceReflectionSceneData now
 	};
 	};

+ 1 - 1
servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp

@@ -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++) {
 			for (uint32_t v = 0; v < p_render_data->view_count; v++) {
 				specular_views[v] = rb_data->get_specular(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();
 			RD::get_singleton()->draw_command_end_label();
 		} else {
 		} else {
 			//just mix specular back
 			//just mix specular back

+ 2 - 2
servers/rendering/renderer_rd/renderer_scene_render_rd.cpp

@@ -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_NULL(ss_effects);
 	ERR_FAIL_COND(p_render_buffers.is_null());
 	ERR_FAIL_COND(p_render_buffers.is_null());
 
 
@@ -1355,7 +1355,7 @@ void RendererSceneRenderRD::_process_ssr(Ref<RenderSceneBuffersRD> p_render_buff
 		texture_slices[v] = p_render_buffers->get_internal_texture(v);
 		texture_slices[v] = p_render_buffers->get_internal_texture(v);
 		depth_slices[v] = p_render_buffers->get_depth_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);
 	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);
 }
 }
 
 

+ 1 - 1
servers/rendering/renderer_rd/renderer_scene_render_rd.h

@@ -138,7 +138,7 @@ protected:
 	virtual RID _render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;
 	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_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_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);
 	void _process_ssil(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform);
 
 

+ 9 - 12
servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl

@@ -30,12 +30,7 @@ layout(push_constant, std430) uniform Params {
 	bool orthogonal;
 	bool orthogonal;
 	float filter_mipmap_levels;
 	float filter_mipmap_levels;
 	bool use_half_res;
 	bool use_half_res;
-	uint metallic_mask;
-
 	uint view_index;
 	uint view_index;
-	uint pad1;
-	uint pad2;
-	uint pad3;
 }
 }
 params;
 params;
 
 
@@ -167,7 +162,7 @@ void main() {
 
 
 		if (depth > z_to) {
 		if (depth > z_to) {
 			// if depth was surpassed
 			// 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 the depth tolerance and far clip
 				// check that normal is valid
 				// check that normal is valid
 				found = true;
 				found = true;
@@ -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
 		imageStore(blur_radius_image, ssC, vec4(blur_radius / 255.0)); //stored in r8
 
 
 #endif // MODE_ROUGH
 #endif // MODE_ROUGH
 
 
 		final_color = vec4(imageLoad(source_diffuse, ivec2(final_pos - 0.5)).rgb, fade * margin_blend);
 		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);
 		imageStore(ssr_image, ssC, final_color);