提交 26b54cdb 编写于 作者: B Ben Houston

validated all bsdfs against preexisting code. materials match except for cubemaps.

上级 23ebff6b
......@@ -31,20 +31,14 @@ ReflectedLight BRDF_Add( const in ReflectedLight base, const in ReflectedLight o
vec3 BRDF_Diffuse_Lambert( const in IncidentLight incidentLight, const in GeometricContext geometryContext, const in vec3 diffuseColor ) {
#if defined( ENERGY_PRESERVING_MONOCHROME ) || defined( ENERGY_PRESERVING_RGB )
// factor of 1/PI in BRDF omitted as incoming light intensity is scaled up by PI because it is considered a punctual light source
return diffuseColor * RECIPROCAL_PI;
return diffuseColor;
#else
return diffuseColor;
#endif
}
} // validated
// this roughness is a different property than specular roughness used in GGX.
vec3 BRDF_Diffuse_OrenNayar( const in IncidentLight incidentLight, const in GeometricContext geometryContext, const in vec3 diffuse, const in float roughness ) {
vec3 BRDF_Diffuse_OrenNayar( const in IncidentLight incidentLight, const in GeometricContext geometryContext, const in vec3 diffuseColor, const in float roughness ) {
vec3 halfDir = normalize( incidentLight.direction + geometryContext.viewDir );
float dotVH = saturate( dot( geometryContext.viewDir, halfDir ) );
......@@ -56,11 +50,11 @@ vec3 BRDF_Diffuse_OrenNayar( const in IncidentLight incidentLight, const in Geom
float Cosri = 2.0 * dotVH - 1.0 - dotNV * dotNL;
float termB = 0.45 * m2 / (m2 + 0.09) * Cosri * ( Cosri >= 0.0 ? min( 1.0, dotNL / dotNV ) : dotNL );
return diffuse * ( RECIPROCAL_PI * ( dotNL * termA + termB ) );
return diffuseColor * ( dotNL * termA + termB );
}
vec3 F_Schlick( const in vec3 F0, const in float dotLH ) {
vec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {
// Original approximation by Christophe Schlick '94
//;float fresnel = pow( 1.0 - dotLH, 5.0 );
......@@ -68,59 +62,72 @@ vec3 F_Schlick( const in vec3 F0, const in float dotLH ) {
// Optimized variant (presented by Epic at SIGGRAPH '13)
float fresnel = exp2( ( -5.55437 * dotLH - 6.98316 ) * dotLH );
return F0 + ( 1.0 - F0 ) * fresnel;
return ( 1.0 - specularColor ) * fresnel + specularColor;
}
} // validated
// Microfacet Models for Refraction through Rough Surfaces - equation (34)
// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
// roughtness2 is "roughness squared" in Disney’s reparameterization
float G_SmithSchlick( in float roughtness2, in float dotNL, in float dotNV ) {
// alpha is "roughness squared" in Disney’s reparameterization
float G_GGX_Smith( in float alpha, in float dotNL, in float dotNV ) {
// geometry term = G(l)⋅G(v) / 4(n⋅l)(n⋅v)
// geometry term = G(l) . G(v) / 4(n . l)(n. v)
float a2 = alpha * alpha;
float a2 = roughtness2 * roughtness2;
float gl = dotNL + pow( a2 + ( 1.0 - a2 ) * dotNL * dotNL, 0.5 );
float gv = dotNV + pow( a2 + ( 1.0 - a2 ) * dotNV * dotNV, 0.5 );
return 1.0 / ( gl * gv );
}
} // validated
// useful for clear coat surfaces, use with Distribution_GGX.
float G_Kelemen( float vDotH ) {
return 1.0 / ( 4.0 * vDotH * vDotH + 0.0000001 );
}
// Microfacet Models for Refraction through Rough Surfaces - equation (33)
// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
// roughtness2 is "roughness squared" in Disney’s reparameterization
float D_GGX( in float roughtness2, in float dotNH ) {
// alpha is "roughness squared" in Disney’s reparameterization
float D_GGX( in float alpha, in float dotNH ) {
// factor of 1/PI in distribution term omitted as incoming light intensity is scaled up by PI because it is considered a punctual light source
float a2 = alpha * alpha;
// factor of 1/PI in distribution term omitted
float a2 = roughtness2 * roughtness2;
float denom = dotNH * dotNH * ( a2 - 1.0 ) + 1.0; // avoid roughtness2 = 0 with dotNH = 1
float denom = dotNH * dotNH * ( a2 - 1.0 ) + 1.0; // avoid alpha = 0 with dotNH = 1
return a2 / ( denom * denom );
}
vec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness2 ) {
// GGX Distribution, Schlick Fresnel, GGX-Smith Visibility
vec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {
// factor of 1/PI in BRDF omitted (normally it is in D_GGX) as incoming light intensity is scaled up by PI because it is considered a punctual light source
float alpha = roughness * roughness; // UE4's roughness
vec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );
float dotNH = saturate( dot( geometry.normal, halfDir ) );
float dotLH = saturate( dot( incidentLight.direction, halfDir ) );
float dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );
float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );
float dotNH = saturate( dot( geometry.normal, halfDir ) );
float dotLH = saturate( dot( incidentLight.direction, halfDir ) );
vec3 F = F_Schlick( specularColor, dotLH );
float G = G_SmithSchlick( roughness2, dotNL, dotNV );
float D = D_GGX( roughness2, dotNH );
float G = G_GGX_Smith( alpha, dotNL, dotNV );
float D = D_GGX( alpha, dotNH );
return F * ( G * D );
} // validated
// useful for clear coat surfaces, use with Distribution_GGX.
float G_Kelemen( float vDotH ) {
return 1.0 / ( 4.0 * vDotH * vDotH + 0.0000001 );
}
#define DIELECTRIC_SPECULAR_F0 0.20
......@@ -149,14 +156,18 @@ vec3 BRDF_Specular_GGX_Environment( const in IncidentLight incidentLight, const
float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );
const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );
const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );
vec4 r = roughness * c0 + c1;
float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;
vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;
return specularColor * AB.x + AB.y;
}
} // validated
float G_BlinnPhong_Implicit( /* in float dotNL, in float dotNV */ ) {
......@@ -168,21 +179,29 @@ float G_BlinnPhong_Implicit( /* in float dotNL, in float dotNV */ ) {
float D_BlinnPhong( const in float shininess, const in float dotNH ) {
// factor of 1/PI in distribution term omitted ???
// factor of 1/PI in distribution term omitted as incoming light intensity is scaled up by PI because it is considered a punctual light source
return ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );
}
vec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {
// factor of 1/PI in BRDF omitted (normally it is in D_BlinnPhong) as incoming light intensity is scaled up by PI because it is considered a punctual light source
vec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );
//float dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );
//float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );
float dotNH = saturate( dot( geometry.normal, halfDir ) );
float dotLH = saturate( dot( incidentLight.direction, halfDir ) );
vec3 F = F_Schlick( specularColor, dotLH );
float G = G_BlinnPhong_Implicit( /* dotNL, dotNV */ );
float D = D_BlinnPhong( shininess, dotNH );
return F * ( G * D );
}
\ No newline at end of file
} // validated
\ No newline at end of file
......@@ -40,6 +40,6 @@ void BlinnPhongMaterial_RE_IndirectLight( const in IncidentLight indirectLight,
}
#define Material_RE_DiffuseIndirectLight BlinnPhongMaterial_RE_IndirectLight
#define Material_RE_IndirectDiffuseLight BlinnPhongMaterial_RE_IndirectLight
#define Material_LightProbeLOD( material ) (0)
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