#ifndef UNITY_COMMON_MATERIAL_INCLUDED #define UNITY_COMMON_MATERIAL_INCLUDED //----------------------------------------------------------------------------- // Helper function for anisotropy //----------------------------------------------------------------------------- // Ref: http://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf (in addenda) // Convert anisotropic ratio (0->no isotropic; 1->full anisotropy in tangent direction) to roughness void ConvertAnisotropyToRoughness(float roughness, float anisotropy, out float roughnessT, out float roughnessB) { float anisoAspect = sqrt(1.0 - 0.9 * anisotropy); roughnessT = roughness * anisoAspect; roughnessB = roughness / anisoAspect; } // Fake anisotropic by distorting the normal as suggested by: // Ref: Donald Revie - Implementing Fur Using Deferred Shading (GPU Pro 2) // anisotropic ratio (0->no isotropic; 1->full anisotropy in tangent direction) float3 GetAnisotropicModifiedNormal(float3 N, float3 T, float3 V, float anisotropy) { float3 anisoT = cross(-V, T); float3 anisoN = cross(anisoT, T); return normalize(lerp(N, anisoN, anisotropy)); } //----------------------------------------------------------------------------- // Helper function for perceptual roughness //----------------------------------------------------------------------------- float PerceptualRoughnessToRoughness(float perceptualRoughness) { return perceptualRoughness * perceptualRoughness; } float RoughnessToPerceptualRoughness(float roughness) { return sqrt(roughness); } float PerceptualSmoothnessToRoughness(float perceptualSmoothness) { return (1 - perceptualSmoothness) * (1 - perceptualSmoothness); } float PerceptualSmoothnessToPerceptualRoughness(float perceptualSmoothness) { return (1 - perceptualSmoothness); } // ---------------------------------------------------------------------------- // Parallax mapping // ---------------------------------------------------------------------------- float2 ParallaxOffset(float3 viewDirTS, float height) { // Parallax mapping with offset limiting to reduce weird artifcat (i.e do not divide by z), also save performance return viewDirTS.xy * height; } #endif // UNITY_COMMON_MATERIAL_INCLUDED