Files
test/source/blender/draw/engines/eevee/shaders/eevee_subsurface_lib.glsl
Clément Foucault fe213f80a4 GPU: Shader: Make info files generated
This is the first step of moving the create infos
back inside shader sources.

All info files are now treated as source files.
However, they are not considered in the include tree
yet. This will come in another following PR.

Each shader source file now generate a `.info` file
containing only the create info declarations.

This renames all info files so that they do not
conflict with their previous versions that were
copied (non-generated).

Pull Request: https://projects.blender.org/blender/blender/pulls/146676
2025-09-25 10:57:02 +02:00

39 lines
1.2 KiB
GLSL

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/**
* Various utilities related to object subsurface light transport.
*
* Required resources:
* - utility_tx
*/
#include "infos/eevee_common_infos.hh"
#include "eevee_utility_tx_lib.glsl"
#include "gpu_shader_utildefines_lib.glsl"
float subsurface_transmittance_profile(float u)
{
auto &utility_tx = sampler_get(eevee_utility_texture, utility_tx);
return utility_tx_sample(utility_tx, float2(u, 0.0f), UTIL_SSS_TRANSMITTANCE_PROFILE_LAYER).r;
}
/**
* Returns the amount of light that can travels through a uniform medium and exit at the backface.
*/
float3 subsurface_transmission(float3 sss_radii, float thickness)
{
sss_radii *= SSS_TRANSMIT_LUT_RADIUS;
float3 channels_co = saturate(thickness / sss_radii) * SSS_TRANSMIT_LUT_SCALE +
SSS_TRANSMIT_LUT_BIAS;
float3 translucency;
translucency.x = (sss_radii.x > 0.0f) ? subsurface_transmittance_profile(channels_co.x) : 0.0f;
translucency.y = (sss_radii.y > 0.0f) ? subsurface_transmittance_profile(channels_co.y) : 0.0f;
translucency.z = (sss_radii.z > 0.0f) ? subsurface_transmittance_profile(channels_co.z) : 0.0f;
return translucency;
}