// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) #ifndef UNITY_IMAGE_BASED_LIGHTING_INCLUDED #define UNITY_IMAGE_BASED_LIGHTING_INCLUDED #include "UnityStandardUtils.cginc" // ---------------------------------------------------------------------------- // GlossyEnvironment - Function to integrate the specular lighting with default sky or reflection probes // ---------------------------------------------------------------------------- struct Unity_GlossyEnvironmentData { // - Deferred case have one cubemap // - Forward case can have two blended cubemap (unusual should be deprecated). // Surface properties use for cubemap integration half roughness; // CAUTION: This is perceptualRoughness but because of compatibility this name can't be change :( half3 reflUVW; }; // ---------------------------------------------------------------------------- Unity_GlossyEnvironmentData UnityGlossyEnvironmentSetup(half Smoothness, half3 worldViewDir, half3 Normal, half3 fresnel0) { Unity_GlossyEnvironmentData g; g.roughness /* perceptualRoughness */ = SmoothnessToPerceptualRoughness(Smoothness); g.reflUVW = reflect(-worldViewDir, Normal); return g; } // ---------------------------------------------------------------------------- half perceptualRoughnessToMipmapLevel(half perceptualRoughness) { return perceptualRoughness * UNITY_SPECCUBE_LOD_STEPS; } // ---------------------------------------------------------------------------- half mipmapLevelToPerceptualRoughness(half mipmapLevel) { return mipmapLevel / UNITY_SPECCUBE_LOD_STEPS; } // ---------------------------------------------------------------------------- half3 Unity_GlossyEnvironment (UNITY_ARGS_TEXCUBE(tex), half4 hdr, Unity_GlossyEnvironmentData glossIn) { half perceptualRoughness = glossIn.roughness /* perceptualRoughness */ ; // TODO: CAUTION: remap from Morten may work only with offline convolution, see impact with runtime convolution! // For now disabled #if 0 float m = PerceptualRoughnessToRoughness(perceptualRoughness); // m is the real roughness parameter const float fEps = 1.192092896e-07F; // smallest such that 1.0+FLT_EPSILON != 1.0 (+1e-4h is NOT good here. is visibly very wrong) float n = (2.0/max(fEps, m*m))-2.0; // remap to spec power. See eq. 21 in --> https://dl.dropboxusercontent.com/u/55891920/papers/mm_brdf.pdf n /= 4; // remap from n_dot_h formulatino to n_dot_r. See section "Pre-convolved Cube Maps vs Path Tracers" --> https://s3.amazonaws.com/docs.knaldtech.com/knald/1.0.0/lys_power_drops.html perceptualRoughness = pow( 2/(n+2), 0.25); // remap back to square root of real roughness (0.25 include both the sqrt root of the conversion and sqrt for going from roughness to perceptualRoughness) #else // MM: came up with a surprisingly close approximation to what the #if 0'ed out code above does. perceptualRoughness = perceptualRoughness*(1.7 - 0.7*perceptualRoughness); #endif half mip = perceptualRoughnessToMipmapLevel(perceptualRoughness); half3 R = glossIn.reflUVW; half4 rgbm = UNITY_SAMPLE_TEXCUBE_LOD(tex, R, mip); return DecodeHDR(rgbm, hdr); } #endif // UNITY_IMAGE_BASED_LIGHTING_INCLUDED