Eevee: SSR Clamp color when blurring buffers.

This effectivly reduce firefly bleeding all over the place.
We still need the clamp in the resolve pass because the level 0 has not been clamped.
NOTE: I did not clamped each sample individually for performance BUT I did not profile it to know how much it cost.
This commit is contained in:
Clément Foucault
2017-08-11 01:24:09 +02:00
parent 0665f58a57
commit aa575a3152
4 changed files with 22 additions and 1 deletions

View File

@@ -815,6 +815,7 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
psl->color_downsample_ps = DRW_pass_create("Downsample", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.downsample_sh, psl->color_downsample_ps);
DRW_shgroup_uniform_buffer(grp, "source", &e_data.color_src);
DRW_shgroup_uniform_float(grp, "fireflyFactor", &effects->ssr_firefly_fac, 1);
DRW_shgroup_call_add(grp, quad, NULL);
}

View File

@@ -434,6 +434,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *veda
struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
DRWShadingGroup *grp = stl->g_data->planar_downsample = DRW_shgroup_instance_create(e_data.probe_planar_downsample_sh, psl->probe_planar_downsample_ps, geom);
DRW_shgroup_uniform_buffer(grp, "source", &txl->planar_pool);
DRW_shgroup_uniform_float(grp, "fireflyFactor", &stl->effects->ssr_firefly_fac, 1);
DRW_shgroup_uniform_vec2(grp, "texelSize", stl->g_data->texel_size, 1);
}
}

View File

@@ -3,9 +3,15 @@
**/
uniform sampler2D source;
uniform float fireflyFactor;
out vec4 FragColor;
float brightness(vec3 c)
{
return max(max(c.r, c.g), c.b);
}
void main()
{
#if 0
@@ -23,5 +29,9 @@ void main()
FragColor += textureLod(source, uvs + ofs.zy, 0.0);
FragColor += textureLod(source, uvs + ofs.zw, 0.0);
FragColor *= 0.25;
/* Clamped brightness. */
float luma = max(1e-8, brightness(FragColor.rgb));
FragColor *= 1.0 - max(0.0, luma - fireflyFactor) / luma;
#endif
}

View File

@@ -3,13 +3,18 @@
**/
uniform sampler2DArray source;
uniform vec2 texelSize;
uniform float fireflyFactor;
in vec2 uvs;
flat in float layer;
out vec4 FragColor;
float brightness(vec3 c)
{
return max(max(c.r, c.g), c.b);
}
void main()
{
#if 0
@@ -27,5 +32,9 @@ void main()
FragColor += textureLod(source, vec3(uvs + ofs.zy, layer), 0.0);
FragColor += textureLod(source, vec3(uvs + ofs.zw, layer), 0.0);
FragColor *= 0.25;
/* Clamped brightness. */
float luma = max(1e-8, brightness(FragColor.rgb));
FragColor *= 1.0 - max(0.0, luma - fireflyFactor) / luma;
#endif
}