提交 f89f27d0 编写于 作者: B Ben Houston

remove unused code (clear coat), oren-nayar, and make envmap work in world...

remove unused code (clear coat), oren-nayar, and make envmap work in world space properly while using local space coords.
上级 26b54cdb
//#define ENERGY_PRESERVING_MONOCHROME //#define ENERGY_PRESERVING_MONOCHROME
#define DIELECTRIC_SPECULAR_F0 0.20
float calcLightAttenuation( float lightDistance, float cutoffDistance, float decayExponent ) { float calcLightAttenuation( float lightDistance, float cutoffDistance, float decayExponent ) {
...@@ -15,20 +14,6 @@ float calcLightAttenuation( float lightDistance, float cutoffDistance, float dec ...@@ -15,20 +14,6 @@ float calcLightAttenuation( float lightDistance, float cutoffDistance, float dec
} }
ReflectedLight BRDF_Mix( const in ReflectedLight base, const in ReflectedLight over, const in float weight ) {
return ReflectedLight(
mix( base.diffuse, over.diffuse, weight ),
mix( base.specular, over.specular, weight )
);
}
ReflectedLight BRDF_Add( const in ReflectedLight base, const in ReflectedLight over, const in float weight ) {
return ReflectedLight(
base.diffuse + over.diffuse,
base.specular + over.specular
);
}
vec3 BRDF_Diffuse_Lambert( const in IncidentLight incidentLight, const in GeometricContext geometryContext, const in vec3 diffuseColor ) { vec3 BRDF_Diffuse_Lambert( const in IncidentLight incidentLight, const in GeometricContext geometryContext, const in vec3 diffuseColor ) {
// factor of 1/PI in BRDF omitted as incoming light intensity is scaled up by PI because it is considered a punctual light source // factor of 1/PI in BRDF omitted as incoming light intensity is scaled up by PI because it is considered a punctual light source
...@@ -37,22 +22,6 @@ vec3 BRDF_Diffuse_Lambert( const in IncidentLight incidentLight, const in Geomet ...@@ -37,22 +22,6 @@ vec3 BRDF_Diffuse_Lambert( const in IncidentLight incidentLight, const in Geomet
} // validated } // 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 diffuseColor, const in float roughness ) {
vec3 halfDir = normalize( incidentLight.direction + geometryContext.viewDir );
float dotVH = saturate( dot( geometryContext.viewDir, halfDir ) );
float dotNV = saturate( dot( geometryContext.normal, geometryContext.viewDir ) );
float dotNL = saturate( dot( geometryContext.normal, incidentLight.direction ) );
float m2 = roughness * roughness;
float termA = 1.0 - 0.5 * m2 / (m2 + 0.33);
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 diffuseColor * ( dotNL * termA + termB );
}
vec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) { vec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {
...@@ -66,6 +35,7 @@ vec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) { ...@@ -66,6 +35,7 @@ vec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {
} // validated } // validated
// Microfacet Models for Refraction through Rough Surfaces - equation (34) // Microfacet Models for Refraction through Rough Surfaces - equation (34)
// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html // http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
// alpha is "roughness squared" in Disney’s reparameterization // alpha is "roughness squared" in Disney’s reparameterization
...@@ -99,6 +69,7 @@ float D_GGX( in float alpha, in float dotNH ) { ...@@ -99,6 +69,7 @@ float D_GGX( in float alpha, in float dotNH ) {
} }
// GGX Distribution, Schlick Fresnel, GGX-Smith Visibility // 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 ) { vec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {
...@@ -123,32 +94,6 @@ vec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in Geometric ...@@ -123,32 +94,6 @@ vec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in Geometric
} // validated } // 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
// this blends the existing reflected light with a clear coat.
vec3 BRDF_Specular_ClearCoat( const in IncidentLight incidentLight, const in GeometricContext geometry, const in float clearCoatWeight, const in float clearCoatRoughness ) {
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 ) );
vec3 F = F_Schlick( vec3( DIELECTRIC_SPECULAR_F0 ), dotLH );
float G = G_Kelemen( dotNV );
float D = D_GGX( clearCoatRoughness, dotNH );
return F * ( G * D );
}
// ref: https://www.unrealengine.com/blog/physically-based-shading-on-mobile - environmentBRDF for GGX on mobile // ref: https://www.unrealengine.com/blog/physically-based-shading-on-mobile - environmentBRDF for GGX on mobile
vec3 BRDF_Specular_GGX_Environment( const in IncidentLight incidentLight, const in GeometricContext geometry, vec3 specularColor, float roughness ) { vec3 BRDF_Specular_GGX_Environment( const in IncidentLight incidentLight, const in GeometricContext geometry, vec3 specularColor, float roughness ) {
......
...@@ -146,15 +146,13 @@ uniform vec3 ambientLightColor; ...@@ -146,15 +146,13 @@ uniform vec3 ambientLightColor;
#endif #endif
reflectVec = normalize( transformDirection( reflectVec, viewMatrix ) ); reflectVec = normalize( inverseTransformDirection( reflectVec, viewMatrix ) );
#ifdef ENVMAP_TYPE_CUBE #ifdef ENVMAP_TYPE_CUBE
#if defined( TEXTURE_CUBE_LOD_EXT ) #if defined( TEXTURE_CUBE_LOD_EXT )
float bias = pow( lodLevel, 0.5 ) * 7.0; // from bhouston - there are other models for this calculation (roughness; not roughnesFactor) vec4 envMapColor = textureCubeLodEXT( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ), lodLevel );
vec4 envMapColor = textureCubeLodEXT( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ), bias );
#else #else
......
...@@ -36,6 +36,7 @@ void PhysicalMaterial_RE_SpecularIndirectLight( const in IncidentLight indirectL ...@@ -36,6 +36,7 @@ void PhysicalMaterial_RE_SpecularIndirectLight( const in IncidentLight indirectL
} }
#define Material_LightProbeLOD( material ) (material.specularRoughness) // from bhouston - there are other models for this calculation (roughness; not roughnesFactor)
#define Material_LightProbeLOD( material ) (pow( ( material.specularRoughness - 0.5 ) * 2.0, 0.5 ) * 7.0)
#define Material_RE_IndirectSpecularLight PhysicalMaterial_RE_SpecularIndirectLight #define Material_RE_IndirectSpecularLight PhysicalMaterial_RE_SpecularIndirectLight
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