f79b86553a457bc2e29c4c072c3bf0c66aed07db
This adds correct object bounds estimation. This works by creating an occupancy texture where one bit represents one froxel. A geometry pre-pass fill this occupancy texture and doesn't do any shading. Each bit set to 0 will not be considered occupied by the object volume and will discard the material compute shader for this froxel. There is 2 method of computing the occupancy map: - Atomic XOR: For each fragment we compute the amount of froxels **center** in-front of it. We then convert that into occupancy bitmask that we apply to the occupancy texture using `imageAtomicXor`. This is straight forward and works well for any manifold geometry. - Hit List: For each fragment we write the fragment depth in a list (contained in one array texture). This list is then processed by a fullscreen pass (see `eevee_occupancy_convert_frag.glsl`) that sorts and converts all the hits to the occupancy bits. This emulate Cycles behavior by considering only back-face hits as exit events and front-face hits as entry events. The result stores it to the occupancy texture using bit-wise `OR` operation to compose it with other non-hit list objects. This also decouple the hit-list evaluation complexity from the material evaluation shader. ## Limitations ### Fast - Non-manifolds geometry objects are rendered incorrectly. - Non-manifolds geometry objects will affect other objects in front of them. ### Accurate - Limited to 16 hits per layer for now. - Non-manifolds geometry objects will affect other objects in front of them. Pull Request: https://projects.blender.org/blender/blender/pulls/113731
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