- Moved video screen into its own separate movie tent. - Adjusted stable post-processing volume. - Chickens are now at full volume. - Added button to toggle chickens off and on.
260 lines
9.2 KiB
HLSL
260 lines
9.2 KiB
HLSL
#ifndef FILAMENT_BRDF_INCLUDED
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#define FILAMENT_BRDF_INCLUDED
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//------------------------------------------------------------------------------
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// BRDF configuration
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//------------------------------------------------------------------------------
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// Diffuse BRDFs
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#define DIFFUSE_LAMBERT 0
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#define DIFFUSE_BURLEY 1
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// Specular BRDF
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// Normal distribution functions
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#define SPECULAR_D_GGX 0
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// Anisotropic NDFs
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#define SPECULAR_D_GGX_ANISOTROPIC 0
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// Cloth NDFs
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#define SPECULAR_D_CHARLIE 0
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// Visibility functions
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#define SPECULAR_V_SMITH_GGX 0
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#define SPECULAR_V_SMITH_GGX_FAST 1
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#define SPECULAR_V_GGX_ANISOTROPIC 2
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#define SPECULAR_V_KELEMEN 3
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#define SPECULAR_V_NEUBELT 4
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// Fresnel functions
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#define SPECULAR_F_SCHLICK 0
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#define BRDF_DIFFUSE DIFFUSE_BURLEY
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#if FILAMENT_QUALITY < FILAMENT_QUALITY_HIGH
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#define BRDF_SPECULAR_D SPECULAR_D_GGX
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#define BRDF_SPECULAR_V SPECULAR_V_SMITH_GGX_FAST
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#define BRDF_SPECULAR_F SPECULAR_F_SCHLICK
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#else
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#define BRDF_SPECULAR_D SPECULAR_D_GGX
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#define BRDF_SPECULAR_V SPECULAR_V_SMITH_GGX
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#define BRDF_SPECULAR_F SPECULAR_F_SCHLICK
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#endif
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#define BRDF_CLEAR_COAT_D SPECULAR_D_GGX
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#define BRDF_CLEAR_COAT_V SPECULAR_V_KELEMEN
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#define BRDF_ANISOTROPIC_D SPECULAR_D_GGX_ANISOTROPIC
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#define BRDF_ANISOTROPIC_V SPECULAR_V_GGX_ANISOTROPIC
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#define BRDF_CLOTH_D SPECULAR_D_CHARLIE
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#define BRDF_CLOTH_V SPECULAR_V_NEUBELT
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//------------------------------------------------------------------------------
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// Specular BRDF implementations
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//------------------------------------------------------------------------------
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float D_GGX(float roughness, float NoH, const float3 h) {
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// Walter et al. 2007, "Microfacet Models for Refraction through Rough Surfaces"
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// In mediump, there are two problems computing 1.0 - NoH^2
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// 1) 1.0 - NoH^2 suffers floating point cancellation when NoH^2 is close to 1 (highlights)
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// 2) NoH doesn't have enough precision around 1.0
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// Both problem can be fixed by computing 1-NoH^2 in highp and providing NoH in highp as well
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// However, we can do better using Lagrange's identity:
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// ||a x b||^2 = ||a||^2 ||b||^2 - (a . b)^2
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// since N and H are unit vectors: ||N x H||^2 = 1.0 - NoH^2
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// This computes 1.0 - NoH^2 directly (which is close to zero in the highlights and has
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// enough precision).
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// Overall this yields better performance, keeping all computations in mediump
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// Not available without reworking to pass NxH to the function
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#if defined(TARGET_MOBILE) && false
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float3 NxH = cross(shading.normal, h);
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float oneMinusNoHSquared = dot(NxH, NxH);
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#else
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float oneMinusNoHSquared = 1.0 - NoH * NoH;
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#endif
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float a = NoH * roughness;
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float k = roughness / (oneMinusNoHSquared + a * a);
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float d = k * k * (1.0 / PI);
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return saturateMediump(d);
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}
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float D_GGX_Anisotropic(float at, float ab, float ToH, float BoH, float NoH) {
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// Burley 2012, "Physically-Based Shading at Disney"
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// The values at and ab are perceptualRoughness^2, a2 is therefore perceptualRoughness^4
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// The dot product below computes perceptualRoughness^8. We cannot fit in fp16 without clamping
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// the roughness to too high values so we perform the dot product and the division in fp32
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float a2 = at * ab;
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float3 d = float3(ab * ToH, at * BoH, a2 * NoH);
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float d2 = dot(d, d);
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float b2 = a2 / d2;
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return a2 * b2 * b2 * (1.0 / PI);
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}
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float D_Charlie(float roughness, float NoH) {
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// Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF"
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float invAlpha = 1.0 / roughness;
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float cos2h = NoH * NoH;
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float sin2h = max(1.0 - cos2h, 0.0078125); // 2^(-14/2), so sin2h^2 > 0 in fp16
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return (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);
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}
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float V_SmithGGXCorrelated(float roughness, float NoV, float NoL) {
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// Heitz 2014, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs"
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float a2 = roughness * roughness;
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// TODO: lambdaV can be pre-computed for all the lights, it should be moved out of this function
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float lambdaV = NoL * sqrt((NoV - a2 * NoV) * NoV + a2);
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float lambdaL = NoV * sqrt((NoL - a2 * NoL) * NoL + a2);
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float v = 0.5 / (lambdaV + lambdaL);
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// a2=0 => v = 1 / 4*NoL*NoV => min=1/4, max=+inf
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// a2=1 => v = 1 / 2*(NoL+NoV) => min=1/4, max=+inf
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// clamp to the maximum value representable in mediump
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return saturateMediump(v);
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}
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float V_SmithGGXCorrelated_Fast(float roughness, float NoV, float NoL) {
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// Hammon 2017, "PBR Diffuse Lighting for GGX+Smith Microsurfaces"
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float v = 0.5 / lerp(2.0 * NoL * NoV, NoL + NoV, roughness);
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return saturateMediump(v);
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}
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float V_SmithGGXCorrelated_Anisotropic(float at, float ab, float ToV, float BoV,
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float ToL, float BoL, float NoV, float NoL) {
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// Heitz 2014, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs"
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// TODO: lambdaV can be pre-computed for all the lights, it should be moved out of this function
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float lambdaV = NoL * length(float3(at * ToV, ab * BoV, NoV));
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float lambdaL = NoV * length(float3(at * ToL, ab * BoL, NoL));
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float v = 0.5 / (lambdaV + lambdaL);
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return saturateMediump(v);
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}
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float V_Kelemen(float LoH) {
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// Kelemen 2001, "A Microfacet Based Coupled Specular-Matte BRDF Model with Importance Sampling"
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return saturateMediump(0.25 / (LoH * LoH));
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}
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float V_Neubelt(float NoV, float NoL) {
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// Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
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return saturateMediump(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));
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}
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float3 F_Schlick(const float3 f0, float f90, float VoH) {
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// Schlick 1994, "An Inexpensive BRDF Model for Physically-Based Rendering"
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return f0 + (f90 - f0) * pow5(1.0 - VoH);
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}
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float3 F_Schlick(const float3 f0, float VoH) {
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float f = pow(1.0 - VoH, 5.0);
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return f + f0 * (1.0 - f);
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}
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float F_Schlick(float f0, float f90, float VoH) {
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return f0 + (f90 - f0) * pow5(1.0 - VoH);
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}
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//------------------------------------------------------------------------------
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// Specular BRDF dispatch
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//------------------------------------------------------------------------------
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float distribution(float roughness, float NoH, const float3 h) {
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#if BRDF_SPECULAR_D == SPECULAR_D_GGX
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return D_GGX(roughness, NoH, h);
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#endif
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}
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float visibility(float roughness, float NoV, float NoL) {
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#if BRDF_SPECULAR_V == SPECULAR_V_SMITH_GGX
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return V_SmithGGXCorrelated(roughness, NoV, NoL);
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#elif BRDF_SPECULAR_V == SPECULAR_V_SMITH_GGX_FAST
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return V_SmithGGXCorrelated_Fast(roughness, NoV, NoL);
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#endif
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}
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float3 fresnel(const float3 f0, float LoH) {
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#if BRDF_SPECULAR_F == SPECULAR_F_SCHLICK
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#if FILAMENT_QUALITY == FILAMENT_QUALITY_LOW
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return F_Schlick(f0, LoH); // f90 = 1.0
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#else
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float f90 = saturate(dot(f0, (50.0 * 0.33)));
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return F_Schlick(f0, f90, LoH);
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#endif
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#endif
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}
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float distributionAnisotropic(float at, float ab, float ToH, float BoH, float NoH) {
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#if BRDF_ANISOTROPIC_D == SPECULAR_D_GGX_ANISOTROPIC
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return D_GGX_Anisotropic(at, ab, ToH, BoH, NoH);
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#endif
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}
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float visibilityAnisotropic(float roughness, float at, float ab,
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float ToV, float BoV, float ToL, float BoL, float NoV, float NoL) {
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#if BRDF_ANISOTROPIC_V == SPECULAR_V_SMITH_GGX
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return V_SmithGGXCorrelated(roughness, NoV, NoL);
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#elif BRDF_ANISOTROPIC_V == SPECULAR_V_GGX_ANISOTROPIC
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return V_SmithGGXCorrelated_Anisotropic(at, ab, ToV, BoV, ToL, BoL, NoV, NoL);
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#endif
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}
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float distributionClearCoat(float roughness, float NoH, const float3 h) {
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#if BRDF_CLEAR_COAT_D == SPECULAR_D_GGX
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return D_GGX(roughness, NoH, h);
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#endif
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}
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float visibilityClearCoat(float LoH) {
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#if BRDF_CLEAR_COAT_V == SPECULAR_V_KELEMEN
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return V_Kelemen(LoH);
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#endif
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}
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float distributionCloth(float roughness, float NoH) {
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#if BRDF_CLOTH_D == SPECULAR_D_CHARLIE
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return D_Charlie(roughness, NoH);
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#endif
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}
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float visibilityCloth(float NoV, float NoL) {
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#if BRDF_CLOTH_V == SPECULAR_V_NEUBELT
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return V_Neubelt(NoV, NoL);
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#endif
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}
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//------------------------------------------------------------------------------
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// Diffuse BRDF implementations
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//------------------------------------------------------------------------------
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float Fd_Lambert() {
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return 1.0 / PI;
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}
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float Fd_Burley(float roughness, float NoV, float NoL, float LoH) {
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// Burley 2012, "Physically-Based Shading at Disney"
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float f90 = 0.5 + 2.0 * roughness * LoH * LoH;
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float lightScatter = F_Schlick(1.0, f90, NoL);
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float viewScatter = F_Schlick(1.0, f90, NoV);
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return lightScatter * viewScatter * (1.0 / PI);
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}
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// Energy conserving wrap diffuse term, does *not* include the divide by pi
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float Fd_Wrap(float NoL, float w) {
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return saturate((NoL + w) / sq(1.0 + w));
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}
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//------------------------------------------------------------------------------
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// Diffuse BRDF dispatch
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//------------------------------------------------------------------------------
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float diffuse(float roughness, float NoV, float NoL, float LoH) {
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#if BRDF_DIFFUSE == DIFFUSE_LAMBERT
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return Fd_Lambert();
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#elif BRDF_DIFFUSE == DIFFUSE_BURLEY
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return Fd_Burley(roughness, NoV, NoL, LoH);
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#endif
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}
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#endif // FILAMENT_BRDF_INCLUDED |