#ifndef UNITY_BSDF_INCLUDED #define UNITY_BSDF_INCLUDED // Note: All NDF and diffuse term have a version with and without divide by PI. // Version with divide by PI are use for direct lighting. // Version without divide by PI are use for image based lighting where often the PI cancel during importance sampling //----------------------------------------------------------------------------- // Fresnel term //----------------------------------------------------------------------------- real F_Schlick(real f0, real f90, real u) { real x = 1.0 - u; real x2 = x * x; real x5 = x * x2 * x2; return (f90 - f0) * x5 + f0; // sub mul mul mul sub mad } real F_Schlick(real f0, real u) { return F_Schlick(f0, 1.0, u); // sub mul mul mul sub mad } real3 F_Schlick(real3 f0, real f90, real u) { real x = 1.0 - u; real x2 = x * x; real x5 = x * x2 * x2; return f0 * (1.0 - x5) + (f90 * x5); // sub mul mul mul sub mul mad*3 } real3 F_Schlick(real3 f0, real u) { return F_Schlick(f0, 1.0, u); // sub mul mul mul sub mad*3 } // Does not handle TIR. real F_Transm_Schlick(real f0, real f90, real u) { real x = 1.0 - u; real x2 = x * x; real x5 = x * x2 * x2; return (1.0 - f90 * x5) - f0 * (1.0 - x5); // sub mul mul mul mad sub mad } // Does not handle TIR. real F_Transm_Schlick(real f0, real u) { return F_Transm_Schlick(f0, 1.0, u); // sub mul mul mad mad } // Does not handle TIR. real3 F_Transm_Schlick(real3 f0, real f90, real u) { real x = 1.0 - u; real x2 = x * x; real x5 = x * x2 * x2; return (1.0 - f90 * x5) - f0 * (1.0 - x5); // sub mul mul mul mad sub mad*3 } // Does not handle TIR. real3 F_Transm_Schlick(real3 f0, real u) { return F_Transm_Schlick(f0, 1.0, u); // sub mul mul mad mad*3 } //----------------------------------------------------------------------------- // Specular BRDF //----------------------------------------------------------------------------- real D_GGXNoPI(real NdotH, real roughness) { real a2 = Sq(roughness); real s = (NdotH * a2 - NdotH) * NdotH + 1.0; return a2 / (s * s); } real D_GGX(real NdotH, real roughness) { return INV_PI * D_GGXNoPI(NdotH, roughness); } // Ref: Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs, p. 19, 29. real G_MaskingSmithGGX(real NdotV, real roughness) { // G1(V, H) = HeavisideStep(VdotH) / (1 + Λ(V)). // Λ(V) = -0.5 + 0.5 * sqrt(1 + 1 / a²). // a = 1 / (roughness * tan(theta)). // 1 + Λ(V) = 0.5 + 0.5 * sqrt(1 + roughness² * tan²(theta)). // tan²(theta) = (1 - cos²(theta)) / cos²(theta) = 1 / cos²(theta) - 1. // Assume that (VdotH > 0), e.i. (acos(LdotV) < Pi). return 1.0 / (0.5 + 0.5 * sqrt(1.0 + Sq(roughness) * (1.0 / Sq(NdotV) - 1.0))); } // Ref: Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs, p. 12. real D_GGX_Visible(real NdotH, real NdotV, real VdotH, real roughness) { return D_GGX(NdotH, roughness) * G_MaskingSmithGGX(NdotV, roughness) * VdotH / NdotV; } // Precompute part of lambdaV real GetSmithJointGGXPartLambdaV(real NdotV, real roughness) { real a2 = Sq(roughness); return sqrt((-NdotV * a2 + NdotV) * NdotV + a2); } // Note: V = G / (4 * NdotL * NdotV) // Ref: http://jcgt.org/published/0003/02/03/paper.pdf real V_SmithJointGGX(real NdotL, real NdotV, real roughness, real partLambdaV) { real a2 = Sq(roughness); // Original formulation: // lambda_v = (-1 + sqrt(a2 * (1 - NdotL2) / NdotL2 + 1)) * 0.5 // lambda_l = (-1 + sqrt(a2 * (1 - NdotV2) / NdotV2 + 1)) * 0.5 // G = 1 / (1 + lambda_v + lambda_l); // Reorder code to be more optimal: real lambdaV = NdotL * partLambdaV; real lambdaL = NdotV * sqrt((-NdotL * a2 + NdotL) * NdotL + a2); // Simplify visibility term: (2.0 * NdotL * NdotV) / ((4.0 * NdotL * NdotV) * (lambda_v + lambda_l)); return 0.5 / (lambdaV + lambdaL); } real V_SmithJointGGX(real NdotL, real NdotV, real roughness) { real partLambdaV = GetSmithJointGGXPartLambdaV(NdotV, roughness); return V_SmithJointGGX(NdotL, NdotV, roughness, partLambdaV); } // Inline D_GGX() * V_SmithJointGGX() together for better code generation. real DV_SmithJointGGX(real NdotH, real NdotL, real NdotV, real roughness, real partLambdaV) { real a2 = Sq(roughness); real s = (NdotH * a2 - NdotH) * NdotH + 1.0; real lambdaV = NdotL * partLambdaV; real lambdaL = NdotV * sqrt((-NdotL * a2 + NdotL) * NdotL + a2); real2 D = real2(a2, s * s); // Fraction without the multiplier (1/Pi) real2 G = real2(1, lambdaV + lambdaL); // Fraction without the multiplier (1/2) return (INV_PI * 0.5) * (D.x * G.x) / (D.y * G.y); } real DV_SmithJointGGX(real NdotH, real NdotL, real NdotV, real roughness) { real partLambdaV = GetSmithJointGGXPartLambdaV(NdotV, roughness); return DV_SmithJointGGX(NdotH, NdotL, NdotV, roughness, partLambdaV); } // Precompute a part of LambdaV. // Note on this linear approximation. // Exact for roughness values of 0 and 1. Also, exact when the cosine is 0 or 1. // Otherwise, the worst case relative error is around 10%. // https://www.desmos.com/calculator/wtp8lnjutx real GetSmithJointGGXPartLambdaVApprox(real NdotV, real roughness) { real a = roughness; return NdotV * (1 - a) + a; } real V_SmithJointGGXApprox(real NdotL, real NdotV, real roughness, real partLambdaV) { real a = roughness; real lambdaV = NdotL * partLambdaV; real lambdaL = NdotV * (NdotL * (1 - a) + a); return 0.5 / (lambdaV + lambdaL); } real V_SmithJointGGXApprox(real NdotL, real NdotV, real roughness) { real partLambdaV = GetSmithJointGGXPartLambdaVApprox(NdotV, roughness); return V_SmithJointGGXApprox(NdotL, NdotV, roughness, partLambdaV); } // roughnessT -> roughness in tangent direction // roughnessB -> roughness in bitangent direction real D_GGXAnisoNoPI(real TdotH, real BdotH, real NdotH, real roughnessT, real roughnessB) { real a2 = roughnessT * roughnessB; real3 v = real3(roughnessB * TdotH, roughnessT * BdotH, a2 * NdotH); real s = dot(v, v); return a2 * Sq(a2 / s); } real D_GGXAniso(real TdotH, real BdotH, real NdotH, real roughnessT, real roughnessB) { return INV_PI * D_GGXAnisoNoPI(TdotH, BdotH, NdotH, roughnessT, roughnessB); } real GetSmithJointGGXAnisoPartLambdaV(real TdotV, real BdotV, real NdotV, real roughnessT, real roughnessB) { return length(real3(roughnessT * TdotV, roughnessB * BdotV, NdotV)); } // Note: V = G / (4 * NdotL * NdotV) // Ref: https://cedec.cesa.or.jp/2015/session/ENG/14698.html The Rendering Materials of Far Cry 4 real V_SmithJointGGXAniso(real TdotV, real BdotV, real NdotV, real TdotL, real BdotL, real NdotL, real roughnessT, real roughnessB, real partLambdaV) { real lambdaV = NdotL * partLambdaV; real lambdaL = NdotV * length(real3(roughnessT * TdotL, roughnessB * BdotL, NdotL)); return 0.5 / (lambdaV + lambdaL); } real V_SmithJointGGXAniso(real TdotV, real BdotV, real NdotV, real TdotL, real BdotL, real NdotL, real roughnessT, real roughnessB) { real partLambdaV = GetSmithJointGGXAnisoPartLambdaV(TdotV, BdotV, NdotV, roughnessT, roughnessB); return V_SmithJointGGXAniso(TdotV, BdotV, NdotV, TdotL, BdotL, NdotL, roughnessT, roughnessB, partLambdaV); } // Inline D_GGXAniso() * V_SmithJointGGXAniso() together for better code generation. real DV_SmithJointGGXAniso(real TdotH, real BdotH, real NdotH, real NdotV, real TdotL, real BdotL, real NdotL, real roughnessT, real roughnessB, real partLambdaV) { real a2 = roughnessT * roughnessB; real3 v = real3(roughnessB * TdotH, roughnessT * BdotH, a2 * NdotH); real s = dot(v, v); real lambdaV = NdotL * partLambdaV; real lambdaL = NdotV * length(real3(roughnessT * TdotL, roughnessB * BdotL, NdotL)); real2 D = real2(a2 * a2 * a2, s * s); // Fraction without the multiplier (1/Pi) real2 G = real2(1, lambdaV + lambdaL); // Fraction without the multiplier (1/2) return (INV_PI * 0.5) * (D.x * G.x) / (D.y * G.y); } real DV_SmithJointGGXAniso(real TdotH, real BdotH, real NdotH, real TdotV, real BdotV, real NdotV, real TdotL, real BdotL, real NdotL, real roughnessT, real roughnessB) { real partLambdaV = GetSmithJointGGXAnisoPartLambdaV(TdotV, BdotV, NdotV, roughnessT, roughnessB); return DV_SmithJointGGXAniso(TdotH, BdotH, NdotH, NdotV, TdotL, BdotL, NdotL, roughnessT, roughnessB, partLambdaV); } //----------------------------------------------------------------------------- // Diffuse BRDF - diffuseColor is expected to be multiply by the caller //----------------------------------------------------------------------------- real LambertNoPI() { return 1.0; } real Lambert() { return INV_PI; } real DisneyDiffuseNoPI(real NdotV, real NdotL, real LdotV, real perceptualRoughness) { // (2 * LdotH * LdotH) = 1 + LdotV // real fd90 = 0.5 + 2 * LdotH * LdotH * perceptualRoughness; real fd90 = 0.5 + (perceptualRoughness + perceptualRoughness * LdotV); // Two schlick fresnel term real lightScatter = F_Schlick(1.0, fd90, NdotL); real viewScatter = F_Schlick(1.0, fd90, NdotV); // Normalize the BRDF for polar view angles of up to (Pi/4). // We use the worst case of (roughness = albedo = 1), and, for each view angle, // integrate (brdf * cos(theta_light)) over all light directions. // The resulting value is for (theta_view = 0), which is actually a little bit larger // than the value of the integral for (theta_view = Pi/4). // Hopefully, the compiler folds the constant together with (1/Pi). return rcp(1.03571) * (lightScatter * viewScatter); } real DisneyDiffuse(real NdotV, real NdotL, real LdotV, real perceptualRoughness) { return INV_PI * DisneyDiffuseNoPI(NdotV, NdotL, LdotV, perceptualRoughness); } // Ref: Diffuse Lighting for GGX + Smith Microsurfaces, p. 113. real3 DiffuseGGXNoPI(real3 albedo, real NdotV, real NdotL, real NdotH, real LdotV, real roughness) { real facing = 0.5 + 0.5 * LdotV; // (LdotH)^2 real rough = facing * (0.9 - 0.4 * facing) * (0.5 / NdotH + 1); real transmitL = F_Transm_Schlick(0, NdotL); real transmitV = F_Transm_Schlick(0, NdotV); real smooth = transmitL * transmitV * 1.05; // Normalize F_t over the hemisphere real single = lerp(smooth, rough, roughness); // Rescaled by PI real multiple = roughness * (0.1159 * PI); // Rescaled by PI return single + albedo * multiple; } real3 DiffuseGGX(real3 albedo, real NdotV, real NdotL, real NdotH, real LdotV, real roughness) { // Note that we could save 2 cycles by inlining the multiplication by INV_PI. return INV_PI * DiffuseGGXNoPI(albedo, NdotV, NdotL, NdotH, LdotV, roughness); } #endif // UNITY_BSDF_INCLUDED