Jamie Greunbaum 8eaef49f2e - Added game room, including pool and skee-ball.
- 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.
2026-02-09 03:49:54 -05:00

260 lines
9.2 KiB
HLSL

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