September 2, 2019, 14:41 (GMT) |
Eevee: Replace ESM and VSM by PCF shadow mapping PCF shadowmaps are less prone to light leaking and are faster to render. This remove a substantial part of the shadowing code. |
September 2, 2019, 14:41 (GMT) |
Eevee: SSS: Refactor translucency This separate the translucency evaluation to be outside of surface eval. This as the benefit to reduce code complexity and remove the need for shadow map (non-test) sampler in the shading pass. One big change is that bsdf intensity is multiplied and stored with the albedo color instead of the sss irradiance. This is in order to apply it to both the translucency and the sss diffusion. This change the look of mixed SSS shaders which is now closer to cycles. Performance cost is negligeable. # Conflicts: # source/blender/gpu/shaders/gpu_shader_material.glsl |
September 2, 2019, 14:38 (GMT) |
Eevee: SSS: Refactor to use less memory and always use separate albedo This refactor reduce the Memory overhead of SSS and enables us to always use separate albedo. Previously we used 128bits/px for SSS data and 32bits/px for albedo. Now we use 112bits/px for SSS data & separate albedo altogether. This refactor is needed for PCF shadow maps. # Conflicts: # source/blender/gpu/shaders/gpu_shader_material.glsl |
September 2, 2019, 14:30 (GMT) |
GPUFramebuffer: Bump max color attachement to 6 |
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