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ReflectionProbe priority
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@@ -1897,17 +1897,29 @@ void fragment_shader(in SceneData scene_data) {
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continue; //not masked
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}
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if (reflection_accum.a >= 1.0 && ambient_accum.a >= 1.0) {
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break;
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}
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reflection_process(reflection_index, vertex, ref_vec, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
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}
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}
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if (ambient_accum.a < 1.0) {
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ambient_accum.rgb = mix(ambient_light, ambient_accum.rgb, ambient_accum.a);
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}
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if (reflection_accum.a < 1.0) {
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reflection_accum.rgb = mix(specular_light, reflection_accum.rgb, reflection_accum.a);
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}
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if (reflection_accum.a > 0.0) {
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specular_light = reflection_accum.rgb / reflection_accum.a;
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specular_light = reflection_accum.rgb;
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}
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#if !defined(USE_LIGHTMAP)
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if (ambient_accum.a > 0.0) {
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ambient_light = ambient_accum.rgb / ambient_accum.a;
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ambient_light = ambient_accum.rgb;
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}
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#endif
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}
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@@ -1364,16 +1364,29 @@ void main() {
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uvec2 reflection_indices = instances.data[draw_call.instance_index].reflection_probes;
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for (uint i = 0; i < sc_reflection_probes(); i++) {
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uint reflection_index = (i > 3) ? ((reflection_indices.y >> ((i - 4) * 8)) & 0xFF) : ((reflection_indices.x >> (i * 8)) & 0xFF);
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reflection_process(reflection_index, vertex, ref_vec, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
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if (reflection_accum.a >= 1.0 && ambient_accum.a >= 1.0) {
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break;
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}
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reflection_process(reflection_index, vertex, ref_vec, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
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}
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if (ambient_accum.a < 1.0) {
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ambient_accum.rgb = mix(ambient_light, ambient_accum.rgb, ambient_accum.a);
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}
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if (reflection_accum.a < 1.0) {
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reflection_accum.rgb = mix(specular_light, reflection_accum.rgb, reflection_accum.a);
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}
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if (reflection_accum.a > 0.0) {
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specular_light = reflection_accum.rgb / reflection_accum.a;
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specular_light = reflection_accum.rgb;
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}
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#if !defined(USE_LIGHTMAP)
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if (ambient_accum.a > 0.0) {
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ambient_light = ambient_accum.rgb / ambient_accum.a;
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ambient_light = ambient_accum.rgb;
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}
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#endif
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} //Reflection probes
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@@ -885,7 +885,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal,
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blend = pow(blend_axes.x * blend_axes.y * blend_axes.z, 2.0);
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}
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if (reflections.data[ref_index].intensity > 0.0) { // compute reflection
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if (reflections.data[ref_index].intensity > 0.0 && reflection_accum.a < 1.0) { // compute reflection
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vec3 local_ref_vec = (reflections.data[ref_index].local_matrix * vec4(ref_vec, 0.0)).xyz;
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@@ -903,47 +903,43 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal,
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}
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vec4 reflection;
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float reflection_blend = max(0.0, blend - reflection_accum.a);
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reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(local_ref_vec, reflections.data[ref_index].index), sqrt(roughness) * MAX_ROUGHNESS_LOD).rgb * sc_luminance_multiplier();
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reflection.rgb *= reflections.data[ref_index].exposure_normalization;
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if (reflections.data[ref_index].exterior) {
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reflection.rgb = mix(specular_light, reflection.rgb, blend);
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}
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reflection.a = reflection_blend;
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reflection.rgb *= reflections.data[ref_index].intensity; //intensity
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reflection.a = blend;
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reflection.rgb *= reflections.data[ref_index].intensity;
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reflection.rgb *= reflection.a;
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reflection_accum += reflection;
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}
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if (ambient_accum.a >= 1.0) {
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return;
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}
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switch (reflections.data[ref_index].ambient_mode) {
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case REFLECTION_AMBIENT_DISABLED: {
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//do nothing
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} break;
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case REFLECTION_AMBIENT_ENVIRONMENT: {
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//do nothing
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vec3 local_amb_vec = (reflections.data[ref_index].local_matrix * vec4(normal, 0.0)).xyz;
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vec4 ambient_out;
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float ambient_blend = max(0.0, blend - ambient_accum.a);
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ambient_out.rgb = textureLod(samplerCubeArray(reflection_atlas, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(local_amb_vec, reflections.data[ref_index].index), MAX_ROUGHNESS_LOD).rgb;
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ambient_out.rgb *= reflections.data[ref_index].exposure_normalization;
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ambient_out.a = blend;
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if (reflections.data[ref_index].exterior) {
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ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
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}
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ambient_out.a = ambient_blend;
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ambient_out.rgb *= ambient_out.a;
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ambient_accum += ambient_out;
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} break;
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case REFLECTION_AMBIENT_COLOR: {
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vec4 ambient_out;
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ambient_out.a = blend;
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float ambient_blend = max(0.0, blend - ambient_accum.a);
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ambient_out.rgb = reflections.data[ref_index].ambient;
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if (reflections.data[ref_index].exterior) {
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ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
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}
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ambient_out.a = ambient_blend;
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ambient_out.rgb *= ambient_out.a;
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ambient_accum += ambient_out;
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} break;
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