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-rw-r--r--servers/rendering/renderer_rd/effects/ss_effects.cpp12
-rw-r--r--servers/rendering/renderer_rd/effects/ss_effects.h7
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp4
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp4
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl21
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl7
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp9
8 files changed, 35 insertions, 31 deletions
diff --git a/servers/rendering/renderer_rd/effects/ss_effects.cpp b/servers/rendering/renderer_rd/effects/ss_effects.cpp
index 315bea2e67..582c5abbdd 100644
--- a/servers/rendering/renderer_rd/effects/ss_effects.cpp
+++ b/servers/rendering/renderer_rd/effects/ss_effects.cpp
@@ -443,6 +443,11 @@ void SSEffects::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_
RD::get_singleton()->draw_command_begin_label("Downsample Depth");
if (p_invalidate_uniform_set || use_full_mips != ss_effects.used_full_mips_last_frame || use_half_size != ss_effects.used_half_size_last_frame || use_mips != ss_effects.used_mips_last_frame) {
+ if (ss_effects.downsample_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(ss_effects.downsample_uniform_set)) {
+ RD::get_singleton()->free(ss_effects.downsample_uniform_set);
+ ss_effects.downsample_uniform_set = RID();
+ }
+
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
@@ -516,6 +521,7 @@ void SSEffects::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_
ss_effects.used_full_mips_last_frame = use_full_mips;
ss_effects.used_half_size_last_frame = use_half_size;
+ ss_effects.used_mips_last_frame = use_mips;
}
/* SSIL */
@@ -1484,7 +1490,7 @@ 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();
@@ -1579,10 +1585,6 @@ 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);
diff --git a/servers/rendering/renderer_rd/effects/ss_effects.h b/servers/rendering/renderer_rd/effects/ss_effects.h
index a60f3a48ab..d50319c46f 100644
--- a/servers/rendering/renderer_rd/effects/ss_effects.h
+++ b/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 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 */
@@ -465,10 +465,7 @@ private:
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
};
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index a0f6e69fd5..dec5e23558 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -124,7 +124,7 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RenderS
render_buffers = p_render_buffers;
ERR_FAIL_NULL(render_buffers);
- bool msaa_3d = render_buffers->get_msaa_3d();
+ RS::ViewportMSAA msaa_3d = render_buffers->get_msaa_3d();
if (msaa_3d != RS::VIEWPORT_MSAA_DISABLED) {
RD::DataFormat format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
@@ -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
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 78c83d1fb4..e2b06bc92f 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/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_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);
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);
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 76d2bc68fe..d47394989f 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/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;
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);
diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
index 246ef81cb2..9f86643e52 100644
--- a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
@@ -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;
@@ -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;
@@ -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);
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
index 4e6e29b315..2fba1351f7 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -97,11 +97,12 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
#if defined(DIFFUSE_LAMBERT_WRAP)
- // energy conserving lambert wrap shader
- diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
+ // Energy conserving lambert wrap shader.
+ // https://web.archive.org/web/20210228210901/http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/
+ diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))) * (1.0 / M_PI);
#elif defined(DIFFUSE_TOON)
- diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL);
+ diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL) * (1.0 / M_PI);
#elif defined(DIFFUSE_BURLEY)
diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp
index 576ec81124..16fdbc07f5 100644
--- a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp
@@ -128,6 +128,11 @@ void RenderSceneBuffersRD::cleanup() {
ss_effects.linear_depth_slices.clear();
}
+ if (ss_effects.downsample_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(ss_effects.downsample_uniform_set)) {
+ RD::get_singleton()->free(ss_effects.downsample_uniform_set);
+ ss_effects.downsample_uniform_set = RID();
+ }
+
sse->ssao_free(ss_effects.ssao);
sse->ssil_free(ss_effects.ssil);
sse->ssr_free(ssr);
@@ -535,7 +540,9 @@ void RenderSceneBuffersRD::ensure_velocity() {
RD::TEXTURE_SAMPLES_8,
};
- create_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY_MSAA, RD::DATA_FORMAT_R16G16_SFLOAT, msaa_usage_bits, ts[msaa_3d]);
+ RD::TextureSamples texture_samples = ts[msaa_3d];
+
+ create_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY_MSAA, RD::DATA_FORMAT_R16G16_SFLOAT, msaa_usage_bits, texture_samples);
}
create_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY, RD::DATA_FORMAT_R16G16_SFLOAT, usage_bits);