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authorJonathan "Geenz" Goodman <geenz@geenzo.com>2023-05-26 16:56:33 -0700
committerJonathan "Geenz" Goodman <geenz@geenzo.com>2023-05-26 16:56:33 -0700
commit47e311d6e8b9996de3e0a1ac75c13724ce7735aa (patch)
treebcf58f5361a2d38facedfa34f9d1882e3ec862e6 /indra/newview/app_settings
parent555f08921c46f1ed575dd6bf1058362e43a82dc5 (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.xml15
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl17
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;