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Update the implementation of DiffuseGGX()

/fptl_cleanup
Evgenii Golubev 8 年前
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ce2f1033
共有 2 个文件被更改,包括 23 次插入16 次删除
  1. 22
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  2. 17
      Assets/ScriptableRenderPipeline/ShaderLibrary/BSDF.hlsl

22
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


bsdfData.roughnessB = ClampRoughnessForAnalyticalLights(bsdfData.roughnessB);
#ifdef LIT_USE_BSDF_PRE_LAMBDAV
Vis = V_SmithJointGGXAnisoLambdaV( preLightData.TdotV, preLightData.BdotV, preLightData.NdotV, TdotL, BdotL, NdotL,
Vis = V_SmithJointGGXAnisoLambdaV( preLightData.TdotV, preLightData.BdotV, NdotV, TdotL, BdotL, NdotL,
Vis = V_SmithJointGGXAniso( preLightData.TdotV, preLightData.BdotV, preLightData.NdotV, TdotL, BdotL, NdotL,
Vis = V_SmithJointGGXAniso( preLightData.TdotV, preLightData.BdotV, NdotV, TdotL, BdotL, NdotL,
bsdfData.roughnessT, bsdfData.roughnessB);
#endif

bsdfData.roughness = ClampRoughnessForAnalyticalLights(bsdfData.roughness);
#ifdef LIT_USE_BSDF_PRE_LAMBDAV
Vis = V_SmithJointGGX(NdotL, preLightData.NdotV, bsdfData.roughness, preLightData.ggxLambdaV);
Vis = V_SmithJointGGX(NdotL, NdotV, bsdfData.roughness, preLightData.ggxLambdaV);
Vis = V_SmithJointGGX(NdotL, preLightData.NdotV, bsdfData.roughness);
Vis = V_SmithJointGGX(NdotL, NdotV, bsdfData.roughness);
#ifdef LIT_DIFFUSE_LAMBERT_BRDF
float diffuseTerm = Lambert();
#else
float diffuseTerm = DisneyDiffuse(preLightData.NdotV, NdotL, LdotH, bsdfData.perceptualRoughness);
#endif
#ifdef LIT_DIFFUSE_LAMBERT_BRDF
float diffuseTerm = Lambert();
#elif LIT_DIFFUSE_GGX_BRDF
float3 diffuseTerm = DiffuseGGX(bsdfData.diffuseColor, NdotV, NdotL, NdotH, LdotV, bsdfData.perceptualRoughness);
#else
float diffuseTerm = DisneyDiffuse(NdotV, NdotL, LdotH, bsdfData.perceptualRoughness);
#endif
diffuseLighting = bsdfData.diffuseColor * diffuseTerm;
}

17
Assets/ScriptableRenderPipeline/ShaderLibrary/BSDF.hlsl


}
// Ref: Diffuse Lighting for GGX + Smith Microsurfaces, p. 113.
float3 DiffuseGGXNoPI(float3 albedo, float NdotV, float NdotL, float NdotH, float LdotV, float roughness)
float3 DiffuseGGXNoPI(float3 albedo, float NdotV, float NdotL, float NdotH, float LdotV, float perceptualRoughness)
float smooth = transmitL * transmitV * 1.05; // Normalize F_t over the hemisphere
float single = lerp(smooth, rough, roughness); // Rescaled by PI
float multi = roughness * (0.1159 * PI); // Rescaled by PI
float smooth = transmitL * transmitV * 1.05; // Normalize F_t over the hemisphere
float single = lerp(smooth, rough, perceptualRoughness); // Rescaled by PI
// This constant is picked s.t. setting perceptualRoughness, albedo and all angles to 1
// allows us to match the Lambertian and the Disney Diffuse models. Original value: 0.1159.
float multiple = perceptualRoughness * (0.079577 * PI); // Rescaled by PI
return single + albedo * multi;
return single + albedo * multiple;
float3 DiffuseGGX(float3 albedo, float NdotV, float NdotL, float NdotH, float LdotV, float roughness)
float3 DiffuseGGX(float3 albedo, float NdotV, float NdotL, float NdotH, float LdotV, float perceptualRoughness)
return INV_PI * DiffuseGGXNoPI(albedo, NdotV, NdotL, NdotH, LdotV, roughness);
// Note that we could save 2 cycles by inlining the multiplication by INV_PI.
return INV_PI * DiffuseGGXNoPI(albedo, NdotV, NdotL, NdotH, LdotV, perceptualRoughness);
}
#endif // UNITY_BSDF_INCLUDED
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