#ifndef UNITY_BSDF_INCLUDED #define UNITY_BSDF_INCLUDED #include "Common.hlsl" // 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 D_GGX(float NdotH, float roughness) { roughness = max(roughness, UNITY_MIN_ROUGHNESS); float a2 = roughness * roughness; float f = (NdotH * a2 - NdotH) * NdotH + 1.0; return a2 / (f * f); } float D_GGXDividePI(float NdotH, float roughness) { return INV_PI * D_GGX(NdotH, roughness); } // Ref: http://jcgt.org/published/0003/02/03/paper.pdf float V_SmithJointGGX(float NdotL, float NdotV, float roughness) { #if 1 // 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); // Reorder code to be more optimal float a = roughness; float a2 = a * a; float lambdaV = NdotL * sqrt((-NdotV * a2 + NdotV) * NdotV + a2); float lambdaL = NdotV * sqrt((-NdotL * a2 + NdotL) * NdotL + a2); // Simplify visibility term: (2.0f * NdotL * NdotV) / ((4.0f * NdotL * NdotV) * (lambda_v + lambda_l)); return 0.5f / (lambdaV + lambdaL); #else // Approximation of the above formulation (simplify the sqrt, not mathematically correct but close enough) float a = roughness; float lambdaV = NdotL * (NdotV * (1 - a) + a); float lambdaL = NdotV * (NdotL * (1 - a) + a); return 0.5 / (lambdaV + lambdaL); #endif } // roughnessT -> roughness in tangent direction // roughnessB -> roughness in bitangent direction float D_GGXAniso(float TdotH, float BdotH, float NdotH, float roughnessT, float roughnessB) { roughnessT = max(roughnessT, UNITY_MIN_ROUGHNESS); roughnessB = max(roughnessB, UNITY_MIN_ROUGHNESS); float f = TdotH * TdotH / (roughnessT * roughnessT) + BdotH * BdotH / (roughnessB * roughnessB) + NdotH * NdotH; return 1.0 / (roughnessT * roughnessB * f * f); } float D_GGXAnisoDividePI(float TdotH, float BdotH, float NdotH, float roughnessT, float roughnessB) { return INV_PI * D_GGXAniso(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); } // TODO: Optimize, lambdaV could be precomputed at the beginning of the loop and reuse for all lights. //----------------------------------------------------------------------------- // Diffuse BRDF - diffuseColor is expected to be multiply by the caller //----------------------------------------------------------------------------- float Lambert() { return 1.0; } float LambertDividePI() { return INV_PI; } float DisneyDiffuse(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 DisneyDiffuseDividePI(float NdotV, float NdotL, float LdotH, float perceptualRoughness) { return INV_PI * DisneyDiffuse(NdotV, NdotL, LdotH, perceptualRoughness); } #endif // UNITY_BSDF_INCLUDED