#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 //----------------------------------------------------------------------------- float F_Schlick(float f0, float f90, float u) { float x = 1.0 - u; float x5 = x * x; x5 = x5 * x5 * x; return (f90 - f0) * x5 + f0; // sub mul mul mul sub mad } float F_Schlick(float f0, float u) { return F_Schlick(f0, 1.0, u); } float3 F_Schlick(float3 f0, float f90, float u) { float x = 1.0 - u; float x5 = x * x; x5 = x5 * x5 * x; return (float3(f90, f90, f90) - f0) * x5 + f0; // sub mul mul mul sub mad } float3 F_Schlick(float3 f0, float u) { return F_Schlick(f0, 1.0, u); } //----------------------------------------------------------------------------- // Specular BRDF //----------------------------------------------------------------------------- // With analytical light (not image based light) we clamp the minimun roughness in the NDF to avoid numerical instability. #define UNITY_MIN_ROUGHNESS 0.002 float ClampRoughnessForAnalyticalLights(float roughness) { return max(roughness, UNITY_MIN_ROUGHNESS); } float D_GGXNoPI(float NdotH, float roughness) { float a2 = roughness * roughness; float f = (NdotH * a2 - NdotH) * NdotH + 1.0; return a2 / (f * f); } float D_GGX(float NdotH, float roughness) { return INV_PI * D_GGXNoPI(NdotH, roughness); } // Ref: Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs, p. 19, 29. float G_MaskingSmithGGX(float NdotV, float VdotH, float 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. float hs = VdotH > 0.0 ? 1.0 : 0.0; float a2 = roughness * roughness; float z2 = NdotV * NdotV; return hs / (0.5 + 0.5 * sqrt(1.0 + a2 * (1.0 / z2 - 1.0))); } // Ref: Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs, p. 12. float D_GGX_Visible(float NdotH, float NdotV, float VdotH, float roughness) { // Note that we pass 1.0 instead of 'VdotH' since the multiplication will already clamp. return D_GGX(NdotH, roughness) * G_MaskingSmithGGX(NdotV, 1.0, roughness) * VdotH / NdotV; } // Ref: http://jcgt.org/published/0003/02/03/paper.pdf float V_SmithJointGGX(float NdotL, float NdotV, float roughness) { // Original formulation: // lambda_v = (-1 + sqrt(a2 * (1 - NdotL2) / NdotL2 + 1)) * 0.5f; // lambda_l = (-1 + sqrt(a2 * (1 - NdotV2) / NdotV2 + 1)) * 0.5f; // G = 1 / (1 + lambda_v + lambda_l); float a = roughness; float a2 = a * a; // Reorder code to be more optimal float lambdaV = NdotL * sqrt((-NdotV * a2 + NdotV) * NdotV + a2); float 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); } // Precompute part of lambdaV float GetSmithJointGGXLambdaV(float NdotV, float roughness) { float a = roughness; float a2 = a * a; return sqrt((-NdotV * a2 + NdotV) * NdotV + a2); } float V_SmithJointGGX(float NdotL, float NdotV, float roughness, float lambdaV) { float a = roughness; float a2 = a * a; // Reorder code to be more optimal lambdaV *= NdotL; float 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); } float V_SmithJointGGXApprox(float NdotL, float NdotV, float roughness) { float a = roughness; // Approximation of the above formulation (simplify the sqrt, not mathematically correct but close enough) float lambdaV = NdotL * (NdotV * (1 - a) + a); float lambdaL = NdotV * (NdotL * (1 - a) + a); return 0.5 / (lambdaV + lambdaL); } // Precompute part of LambdaV float GetSmithJointGGXApproxLambdaV(float NdotV, float roughness) { float a = roughness; return NdotV * (1 - a) + a; } float V_SmithJointGGXApprox(float NdotL, float NdotV, float roughness, float lambdaV) { float a = roughness; // Approximation of the above formulation (simplify the sqrt, not mathematically correct but close enough) lambdaV *= NdotL; float lambdaL = NdotV * (NdotL * (1 - a) + a); return 0.5 / (lambdaV + lambdaL); } // roughnessT -> roughness in tangent direction // roughnessB -> roughness in bitangent direction float D_GGXAnisoNoPI(float TdotH, float BdotH, float NdotH, float roughnessT, float roughnessB) { float f = TdotH * TdotH / (roughnessT * roughnessT) + BdotH * BdotH / (roughnessB * roughnessB) + NdotH * NdotH; return 1.0 / (roughnessT * roughnessB * f * f); } float D_GGXAniso(float TdotH, float BdotH, float NdotH, float roughnessT, float roughnessB) { return INV_PI * D_GGXAnisoNoPI(TdotH, BdotH, NdotH, roughnessT, roughnessB); } // Ref: https://cedec.cesa.or.jp/2015/session/ENG/14698.html The Rendering Materials of Far Cry 4 float V_SmithJointGGXAniso(float TdotV, float BdotV, float NdotV, float TdotL, float BdotL, float NdotL, float roughnessT, float roughnessB) { float aT = roughnessT; float aT2 = aT * aT; float aB = roughnessB; float aB2 = aB * aB; float lambdaV = NdotL * sqrt(aT2 * TdotV * TdotV + aB2 * BdotV * BdotV + NdotV * NdotV); float lambdaL = NdotV * sqrt(aT2 * TdotL * TdotL + aB2 * BdotL * BdotL + NdotL * NdotL); return 0.5 / (lambdaV + lambdaL); } float GetSmithJointGGXAnisoLambdaV(float TdotV, float BdotV, float NdotV, float roughnessT, float roughnessB) { float aT = roughnessT; float aT2 = aT * aT; float aB = roughnessB; float aB2 = aB * aB; return sqrt(aT2 * TdotV * TdotV + aB2 * BdotV * BdotV + NdotV * NdotV); } float V_SmithJointGGXAnisoLambdaV(float TdotV, float BdotV, float NdotV, float TdotL, float BdotL, float NdotL, float roughnessT, float roughnessB, float lambdaV) { float aT = roughnessT; float aT2 = aT * aT; float aB = roughnessB; float aB2 = aB * aB; lambdaV *= NdotL; float lambdaL = NdotV * sqrt(aT2 * TdotL * TdotL + aB2 * BdotL * BdotL + NdotL * NdotL); return 0.5 / (lambdaV + lambdaL); } //----------------------------------------------------------------------------- // Diffuse BRDF - diffuseColor is expected to be multiply by the caller //----------------------------------------------------------------------------- float LambertNoPI() { return 1.0; } float Lambert() { return INV_PI; } float DisneyDiffuseNoPI(float NdotV, float NdotL, float LdotH, float perceptualRoughness) { float fd90 = 0.5 + 2 * LdotH * LdotH * perceptualRoughness; // Two schlick fresnel term float lightScatter = F_Schlick(1.0, fd90, NdotL); float viewScatter = F_Schlick(1.0, fd90, NdotV); return lightScatter * viewScatter; } float DisneyDiffuse(float NdotV, float NdotL, float LdotH, float perceptualRoughness) { return INV_PI * DisneyDiffuseNoPI(NdotV, NdotL, LdotH, perceptualRoughness); } #endif // UNITY_BSDF_INCLUDED