diff options
author | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2023-05-26 16:56:33 -0700 |
---|---|---|
committer | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2023-05-26 16:56:33 -0700 |
commit | 47e311d6e8b9996de3e0a1ac75c13724ce7735aa (patch) | |
tree | bcf58f5361a2d38facedfa34f9d1882e3ec862e6 /indra/newview/app_settings | |
parent | 555f08921c46f1ed575dd6bf1058362e43a82dc5 (diff) |
Addressing some performance related feedback with SSR getting drastically slower.
DRTVWR-559
DRTVWR-583
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r-- | indra/newview/app_settings/settings.xml | 15 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl | 17 |
2 files changed, 24 insertions, 8 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 0e72fadec7..533a3361e6 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -9173,7 +9173,7 @@ <key>Type</key> <string>S32</string> <key>Value</key> - <integer>40</integer> + <integer>25</integer> </map> <key>RenderScreenSpaceReflectionRayStep</key> <map> @@ -9208,6 +9208,17 @@ <key>Value</key> <real>0.001</real> </map> + <key>RenderScreenSpaceReflectionAdaptiveStepMultiplier</key> + <map> + <key>Comment</key> + <string>Multiplier to scale adaptive stepping.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>1.6</real> + </map> <key>RenderScreenSpaceReflectionGlossySamples</key> <map> <key>Comment</key> @@ -9217,7 +9228,7 @@ <key>Type</key> <string>S32</string> <key>Value</key> - <integer>8</integer> + <integer>4</integer> </map> <key>RenderBumpmapMinDistanceSquared</key> <map> diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl index 5ad25c325f..d291196059 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl @@ -61,6 +61,8 @@ uniform float rayStep; uniform float distanceBias; uniform float depthRejectBias; uniform float glossySampleCount; +uniform float adaptiveStepMultiplier; +uniform float noiseSine; float epsilon = 0.1; @@ -135,7 +137,7 @@ bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float if (isExponentialStepEnabled) { - step *= 1.05; + step *= adaptiveStepMultiplier; } } if(isBinarySearchEnabled) @@ -302,6 +304,10 @@ uniform vec3 POISSON3D_SAMPLES[128] = vec3[128]( vec3(0.2698198, 0.0002266169, 0.3449324) ); +vec3 getPoissonSample(int i) { + return POISSON3D_SAMPLES[i] * 2 - 1; +} + float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source, float glossiness) { collectedColor = vec4(0); @@ -319,7 +325,7 @@ float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, float vignette = clamp((abs(screenpos.x) * abs(screenpos.y)) * 64,0, 1); vignette *= clamp((dot(normalize(viewPos), n) * 0.5 + 0.5) * 16, 0, 1); - float zFar = 32.0; + float zFar = 128.0; vignette *= clamp(1.0+(viewPos.z/zFar), 0.0, 1.0); @@ -329,17 +335,16 @@ float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, totalSamples = int(max(glossySampleCount, glossySampleCount * glossiness * vignette)); - totalSamples = max(totalSamples, 4); + totalSamples = max(totalSamples, 1); { { for (int i = 0; i < totalSamples; i++) { - vec3 firstBasis = normalize(cross(POISSON3D_SAMPLES[i] * 2 - 1, rayDirection)); + vec3 firstBasis = normalize(cross(getPoissonSample(i), rayDirection)); vec3 secondBasis = normalize(cross(rayDirection, firstBasis)); vec2 coeffs = vec2(random(tc + vec2(0, i)) + random(tc + vec2(i, 0))); - vec3 reflectionDirectionRandomized = rayDirection + ((firstBasis * coeffs.x + secondBasis * coeffs.y) * 0.125 * max(glossiness, 0.025)); - //vec3 reflectionDirectionRandomized = rayDirection + (POISSON3D_SAMPLES[i] * 2 - 1) * 0.125 * max(glossiness, 0.025); + vec3 reflectionDirectionRandomized = rayDirection + ((firstBasis * coeffs.x + secondBasis * coeffs.y) * glossiness); //float hitDepth; |