Eevee: Depth of field: Smooth out bokeh shape.
Due to the scatter operation being done at half resolution, undersampling is visible at bokeh shape edges (because of the hard cut). This commit adds a smoothing function to minimize the problem. Also optimize the bokeh shape parametrization by precomputing a lot of constants.
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@@ -162,10 +162,15 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v
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effects->dof_params[0] = aperture * fabsf(focal_len_scaled / (focus_dist - focal_len_scaled));
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effects->dof_params[1] = -focus_dist;
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effects->dof_params[2] = viewport_size[0] / sensor_scaled;
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effects->dof_bokeh[0] = blades;
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effects->dof_bokeh[1] = rotation;
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effects->dof_bokeh[2] = ratio;
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effects->dof_bokeh[3] = BKE_collection_engine_property_value_get_float(props, "bokeh_max_size");
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effects->dof_bokeh[0] = rotation;
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effects->dof_bokeh[1] = ratio;
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effects->dof_bokeh[2] = BKE_collection_engine_property_value_get_float(props, "bokeh_max_size");
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/* Precompute values to save instructions in fragment shader. */
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effects->dof_bokeh_sides[0] = blades;
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effects->dof_bokeh_sides[1] = 2.0f * M_PI / blades;
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effects->dof_bokeh_sides[2] = blades / (2.0f * M_PI);
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effects->dof_bokeh_sides[3] = cosf(M_PI / blades);
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return EFFECT_DOF | EFFECT_POST_BUFFER;
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}
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@@ -219,7 +224,7 @@ void EEVEE_depth_of_field_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_
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DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->unf_source_buffer);
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DRW_shgroup_uniform_texture_ref(grp, "cocBuffer", &effects->dof_coc);
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DRW_shgroup_uniform_vec2(grp, "layerSelection", effects->dof_layer_select, 1);
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DRW_shgroup_uniform_vec4(grp, "bokehParams", effects->dof_bokeh, 1);
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DRW_shgroup_uniform_vec4(grp, "bokehParams", effects->dof_bokeh, 2);
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psl->dof_resolve = DRW_pass_create("DoF Resolve", DRW_STATE_WRITE_COLOR);
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@@ -546,6 +546,7 @@ typedef struct EEVEE_EffectsInfo {
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float dof_near_far[2];
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float dof_params[3];
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float dof_bokeh[4];
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float dof_bokeh_sides[4];
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float dof_layer_select[2];
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int dof_target_size[2];
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struct GPUTexture *dof_down_near; /* Textures from pool */
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@@ -10,12 +10,12 @@ uniform vec3 dofParams;
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#define dof_distance dofParams.y
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#define dof_invsensorsize dofParams.z
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uniform vec4 bokehParams;
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uniform vec4 bokehParams[2];
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#define bokeh_sides bokehParams.x /* Polygon Bokeh shape number of sides */
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#define bokeh_rotation bokehParams.y
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#define bokeh_ratio bokehParams.z
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#define bokeh_maxsize bokehParams.w
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#define bokeh_rotation bokehParams[0].x
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#define bokeh_ratio bokehParams[0].y
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#define bokeh_maxsize bokehParams[0].z
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#define bokeh_sides bokehParams[1] /* Polygon Bokeh shape number of sides (with precomputed vars) */
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uniform vec2 nearFar; /* Near & far view depths values */
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@@ -130,6 +130,7 @@ void main(void)
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#elif defined(STEP_SCATTER)
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flat in vec4 color;
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flat in float smoothFac;
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/* coordinate used for calculating radius */
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in vec2 particlecoord;
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@@ -139,28 +140,42 @@ out vec4 fragColor;
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void main(void)
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{
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/* Early out */
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float dist_sqrd = dot(particlecoord, particlecoord);
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float dist_sqr = dot(particlecoord, particlecoord);
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/* Circle Dof */
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if (dist_sqrd > 1.0) {
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if (dist_sqr > 1.0) {
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discard;
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}
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float dist = sqrt(dist_sqr);
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/* Regular Polygon Dof */
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if (bokeh_sides > 0.0) {
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if (bokeh_sides.x > 0.0) {
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/* Circle parametrization */
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float theta = atan(particlecoord.y, particlecoord.x) + bokeh_rotation;
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float r;
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r = cos(M_PI / bokeh_sides) /
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(cos(theta - (M_2PI / bokeh_sides) * floor((bokeh_sides * theta + M_PI) / M_2PI)));
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/* Optimized version of :
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* float denom = theta - (M_2PI / bokeh_sides) * floor((bokeh_sides * theta + M_PI) / M_2PI);
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* float r = cos(M_PI / bokeh_sides) / cos(denom); */
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float denom = theta - bokeh_sides.y * floor(bokeh_sides.z * theta + 0.5);
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float r = bokeh_sides.w / max(1e-8, cos(denom));
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if (dist_sqrd > r * r) {
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/* Divide circle radial coord by the shape radius for angle theta.
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* Giving us the new linear radius to the shape edge. */
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dist /= r;
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if (dist > 1.0) {
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discard;
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}
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}
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fragColor = color;
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/* Smooth the edges a bit. This effectively reduce the bokeh shape
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* but does fade out the undersampling artifacts. */
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if (smoothFac < 1.0) {
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fragColor *= smoothstep(1.0, smoothFac, dist);
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}
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}
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#elif defined(STEP_RESOLVE)
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@@ -1,17 +1,17 @@
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uniform vec2 layerSelection;
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uniform vec4 bokehParams;
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uniform vec4 bokehParams[2];
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#define bokeh_sides bokehParams.x /* Polygon Bokeh shape number of sides */
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#define bokeh_rotation bokehParams.y
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#define bokeh_ratio bokehParams.z
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#define bokeh_maxsize bokehParams.w
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#define bokeh_rotation bokehParams[0].x
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#define bokeh_ratio bokehParams[0].y
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#define bokeh_maxsize bokehParams[0].z
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uniform sampler2D colorBuffer;
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uniform sampler2D cocBuffer;
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uniform sampler2D colorBuffer;
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flat out vec4 color;
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flat out float smoothFac;
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out vec2 particlecoord;
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#define M_PI 3.1415926535897932384626433832795
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@@ -78,4 +78,11 @@ void main()
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gl_Position.xy -= 1.0 - 0.5 * texel_size; /* NDC Bottom left */
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gl_Position.xy += (0.5 + vec2(texelco) * 2.0) * texel_size;
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/* don't do smoothing for small sprites */
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if (coc > 3.0) {
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smoothFac = 1.0 - 1.5 / coc;
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}
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else {
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smoothFac = 1.0;
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}
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}
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