Blender Git Commits

Blender Git "eevee-dof-refactor" branch commits.

Page: 3 / 5

January 27, 2021, 13:04 (GMT)
EEVEE: Depth Of Field: Always use RGBA16F format

Lower precision format have issues when there is too much scattered
bokeh.
January 27, 2021, 01:36 (GMT)
EEVEE: Depth Of Field: Improve bokeh shape support

- Separate the LUT texture for faster access.
- Add dedicated shader for resolve with bokeh LUT.
- Add per-pixel distance to shape for slight focus gather.
January 26, 2021, 23:55 (GMT)
EEVEE: Depth Of Field: Improve anamorphic bokeh support for gather

Directly morph the sampling pattern instead of using the LUT for that.
This avoids the weird energy spike problem.

Also now supports ratio less than 1.0.
January 26, 2021, 18:15 (GMT)
EEVEE: Depth Of Field: Support anamorphic bokeh on slight focus gather

Support is kindof weak though as it makes discontinuities appear at
layers transitions.
January 26, 2021, 18:10 (GMT)
EEVEE: Depth Of Field: Convolution output premultiplied color

Use premultiplied color so we can easily bilinearly sample the
result in resolve pass. This fixes issue with the custom resolve
sampling that was dilating / aliasing the foreground.
January 26, 2021, 17:28 (GMT)
EEVEE: Depth Of Field: Scatter: Speedup: Reduce pixel shader complexity
January 26, 2021, 17:26 (GMT)
EEVEE: Depth Of Field: Scatter: Speedup: Reduce pixel shader complexity
January 26, 2021, 17:18 (GMT)
EEVEE: Depth Of Field: Cleanup: Use same tile prediction for gather

This use the same code to early out of gathering for a tile. This
make sure we don't do any expensive work for nothing.
January 26, 2021, 16:49 (GMT)
EEVEE: Depth Of Field: Resolve: Do not load layers that will not be used

Based on coc tiles we can know in advance which layers to load.
This gives a 10% boost compared to loading every layers.
January 26, 2021, 16:13 (GMT)
EEVEE: Depth Of Field: Resolve: Fix some issues

- Half res buffers were offseted by half a pixel.
- fullres slight focus gather was giving black borders.
- Fix foreground pass having full weight when CoC is almost equal to
layer_threshold.
January 26, 2021, 15:27 (GMT)
EEVEE: Depth Of Field: Scatter: Improve neighborhood rejection

This is now based on a user parameter.
January 26, 2021, 14:20 (GMT)
EEVEE: Depth Of Field: Fix issue with texture reuse

Also reuse the scatter occlusion texture from foreground to
background.
January 26, 2021, 01:14 (GMT)
EEVEE: Depth Of Field: Use bilinear filtering during resolve

Instead of using stochastic resampling, use bilinear filtering to reduce
noise amount and not waste the spatial coherency we have from the
convolution passes.
January 26, 2021, 00:23 (GMT)
EEVEE: Depth Of Field: Filter weight buffer

This allows us to filter foreground buffer and have better layer masks.

This doubles the filter time but the pass is already quite inexpensive.
Also we could add an early out condition using the tile buffers.
January 26, 2021, 00:07 (GMT)
EEVEE: Depth Of Field: Tweak: Reduce fast gather random radius a bit

Seems to fit better the normal gather radius.
January 26, 2021, 00:05 (GMT)
EEVEE: Depth Of Field: Use bilinear filtering for fast gather

This reduces the noise amount a bit.
January 25, 2021, 23:23 (GMT)
EEVEE: Depth Of Field: Use RGB only format when alpha isn't required

This reduces the amount of VRAM needed for the effect.
January 25, 2021, 23:00 (GMT)
EEVEE: Depth Of Field: Improve foreground gather pass performance

By tracking the max (or min absolute) intersectable Circle of confusion
radius instead of the simply dilated maximum, we can reduce the overhead
of density changing gathering.
January 25, 2021, 19:02 (GMT)
EEVEE: Depth Of Field: Fix NaNs in going through resolve pass
January 25, 2021, 18:41 (GMT)
EEVEE: Depth Of Field: Improve scatter rejection masks

This update the rejection with smooth tests which fades the
pixels between scattering and gathering convolutions.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021