未验证 提交 a3190d0d 编写于 作者: W WestLangley 提交者: GitHub

Merge pull request #22455 from WestLangley/shaders_sheen

Shaders: Refactored sheen BRDF
......@@ -217,35 +217,38 @@ vec3 BRDF_BlinnPhong( const in IncidentLight incidentLight, const in GeometricCo
#if defined( USE_SHEEN )
// https://github.com/google/filament/blob/master/shaders/src/brdf.fs#L94
float D_Charlie( float roughness, float NoH ) {
// https://github.com/google/filament/blob/master/shaders/src/brdf.fs
float D_Charlie( float roughness, float dotNH ) {
// Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF"
float invAlpha = 1.0 / roughness;
float cos2h = NoH * NoH;
float cos2h = dotNH * dotNH;
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 );
}
// https://github.com/google/filament/blob/master/shaders/src/brdf.fs#L136
float V_Neubelt( float NoV, float NoL ) {
// https://github.com/google/filament/blob/master/shaders/src/brdf.fs
float V_Neubelt( float dotNV, float dotNL ) {
// Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
return saturate( 1.0 / ( 4.0 * ( NoL + NoV - NoL * NoV ) ) );
return saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );
}
vec3 BRDF_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {
vec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenTint, const in float sheenRoughness ) {
vec3 N = geometry.normal;
vec3 V = geometry.viewDir;
vec3 halfDir = normalize( lightDir + viewDir );
vec3 H = normalize( V + L );
float dotNH = saturate( dot( N, H ) );
float dotNL = saturate( dot( normal, lightDir ) );
float dotNV = saturate( dot( normal, viewDir ) );
float dotNH = saturate( dot( normal, halfDir ) );
float D = D_Charlie( sheenRoughness, dotNH );
float V = V_Neubelt( dotNV, dotNL );
return specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );
return sheenTint * ( D * V );
}
......
......@@ -132,7 +132,7 @@ void RE_Direct_Physical( const in IncidentLight directLight, const in GeometricC
#ifdef USE_SHEEN
reflectedLight.directSpecular += irradiance * BRDF_Sheen( material.roughness, directLight.direction, geometry, material.sheenTint );
reflectedLight.directSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenTint, material.roughness );
#else
......
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