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160 行
7.2 KiB
160 行
7.2 KiB
//-----------------------------------------------------------------------------
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// SurfaceData and BSDFData
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//-----------------------------------------------------------------------------
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// SurfaceData is define in Lit.cs which generate Lit.cs.hlsl
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#include "Hair.cs.hlsl"
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#define MATERIALID_LIT_ANISO 200
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#define LIT_DIFFUSE_LAMBERT_BRDF
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#define baseColor diffuseColor // Just to help to compile without to have to rewrite all the code
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#include "../LightEvaluationShare1.hlsl"
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//-----------------------------------------------------------------------------
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// conversion function for forward
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//-----------------------------------------------------------------------------
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BSDFData ConvertSurfaceDataToBSDFData(SurfaceData surfaceData)
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{
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ApplyDebugToSurfaceData(surfaceData);
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BSDFData bsdfData;
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ZERO_INITIALIZE(BSDFData, bsdfData);
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bsdfData.diffuseColor = surfaceData.diffuseColor;
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bsdfData.specularOcclusion = surfaceData.specularOcclusion;
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bsdfData.normalWS = surfaceData.normalWS;
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//NOTE: On Hair UI side, we use slider for roughness. So not necesarry to invert.
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bsdfData.perceptualRoughness = surfaceData.ambientOcclusion;//PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness);
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bsdfData.roughness = PerceptualRoughnessToRoughness(lerp(0.4,1.5,surfaceData.perceptualSmoothness));
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bsdfData.fresnel0 = 0.04;
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bsdfData.tangentWS = surfaceData.tangentWS;
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bsdfData.bitangentWS = cross(surfaceData.normalWS, surfaceData.tangentWS);
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ConvertAnisotropyToRoughness(bsdfData.roughness, surfaceData.anisotropy, bsdfData.roughnessT, bsdfData.roughnessB);
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bsdfData.anisotropy = surfaceData.anisotropy;
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bsdfData.isFrontFace = surfaceData.isFrontFace;
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bsdfData.materialId = MATERIALID_LIT_ANISO;
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return bsdfData;
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}
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//-----------------------------------------------------------------------------
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// bake lighting function
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//-----------------------------------------------------------------------------
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// GetBakedDiffuseLigthing function compute the bake lighting + emissive color to be store in emissive buffer (Deferred case)
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// In forward it must be add to the final contribution.
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// This function require the 3 structure surfaceData, builtinData, bsdfData because it may require both the engine side data, and data that will not be store inside the gbuffer.
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float3 GetBakedDiffuseLigthing(SurfaceData surfaceData, BuiltinData builtinData, BSDFData bsdfData, PreLightData preLightData)
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{
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bsdfData.diffuseColor = ApplyDiffuseTexturingMode(bsdfData);
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// Premultiply bake diffuse lighting information with DisneyDiffuse pre-integration
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return builtinData.bakeDiffuseLighting * preLightData.diffuseFGD * surfaceData.ambientOcclusion * bsdfData.diffuseColor + builtinData.emissiveColor;
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}
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//-----------------------------------------------------------------------------
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// light transport functions
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//-----------------------------------------------------------------------------
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LightTransportData GetLightTransportData(SurfaceData surfaceData, BuiltinData builtinData, BSDFData bsdfData)
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{
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LightTransportData lightTransportData;
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// diffuseColor for lightmapping should basically be diffuse color.
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// But rough metals (black diffuse) still scatter quite a lot of light around, so
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// we want to take some of that into account too.
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lightTransportData.diffuseColor = bsdfData.diffuseColor;
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lightTransportData.emissiveColor = builtinData.emissiveColor;
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return lightTransportData;
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}
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//-----------------------------------------------------------------------------
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// LightLoop related function (Only include if required)
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// HAS_LIGHTLOOP is define in Lighting.hlsl
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//-----------------------------------------------------------------------------
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#ifdef HAS_LIGHTLOOP
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//http://web.engr.oregonstate.edu/~mjb/cs519/Projects/Papers/HairRendering.pdf
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float3 ShiftTangent(float3 T, float3 N, float shift)
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{
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float3 shiftedT = T + N * (shift - 0.5)*2;
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return normalize(shiftedT);
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}
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float3 KajiyaKaySpecular(float3 H, float3 V, float3 N, float3 T, float shift, float roughness)
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{
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// We can rewrite specExp from exp2(10 * (1.0 - roughness)) in order
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// to remove the need to take the square root of sinTH
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float specExp = exp2(9 - 10*roughness);
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float dotTH = dot (T, H);
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float sinTHSq = (saturate(1.0 - (dotTH * dotTH)));
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float dirAttn = clamp(dotTH + 1, 0, 1);
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return dirAttn * pow (sinTHSq, specExp) ;
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}
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//-----------------------------------------------------------------------------
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// BSDF share between directional light, punctual light and area light (reference)
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//-----------------------------------------------------------------------------
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void BSDF( float3 V, float3 L, float3 positionWS, PreLightData preLightData, BSDFData bsdfData,
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out float3 diffuseLighting,
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out float3 specularLighting)
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{
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float NdotL = saturate(dot(bsdfData.normalWS, L));
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float NdotV = preLightData.NdotV;
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float LdotV = dot(L, V);
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float invLenLV = rsqrt(abs(2 + 2 * LdotV)); // invLenLV = rcp(length(L + V))
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float NdotH = saturate((NdotL + NdotV) * invLenLV);
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float LdotH = saturate(invLenLV + invLenLV * LdotV);
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float3 scatterL = L+bsdfData.normalWS*0.3;
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float scatterInvVdotL = saturate(dot(V,-scatterL));
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//float3 F = F_Schlick(bsdfData.fresnel0, LdotH);
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float Vis;
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float D;
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//Must shift with bitangent and not tangent?
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float3 B1 = ShiftTangent(bsdfData.bitangentWS, bsdfData.normalWS, _PrimarySpecularShift);
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float3 B2 = ShiftTangent(bsdfData.bitangentWS, bsdfData.normalWS, _SecondarySpecularShift);
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// TODO: this way of handling aniso may not be efficient, or maybe with material classification, need to check perf here
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// Maybe always using aniso maybe a win ?
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float3 H = (L + V) * invLenLV;
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// For anisotropy we must not saturate these values
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// TODO: Do comparison between this correct version and the one from isotropic and see if there is any visual difference
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float3 hairSpec1 = 0.5*_PrimarySpecular*KajiyaKaySpecular(H, V, bsdfData.normalWS, B1, _PrimarySpecularShift, 0.5*bsdfData.roughness)*lerp(1,_SpecularTint,0.3);
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float3 hairSpec2 = _SecondarySpecular*KajiyaKaySpecular(H, V, bsdfData.normalWS, B2, _SecondarySpecularShift, bsdfData.roughness)*lerp(bsdfData.diffuseColor,_SpecularTint,0.5);
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specularLighting = 0.15*bsdfData.perceptualRoughness*(hairSpec1 + hairSpec2);
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specularLighting *= (bsdfData.isFrontFace ? 1.0 : 0.0); //Disable backfacing specular for now. Look into having a flipped normal entirely.
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float scatterFresnel;
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#if defined(_HAIRSPRAYS_ON)
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scatterFresnel = 20*scatterInvVdotL*(1.0 - NdotV)*(1.0 - NdotL)+ 5*pow((1-NdotV),6);
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#else
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scatterFresnel = 20*pow(scatterInvVdotL,9)*(1.0 - NdotV)*(1.0 - NdotL)+ 5*pow((1-NdotV),9);
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#endif
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//float3 distFactor = GetDistanceBasedTessFactor(p0, p1, p2, GetPrimaryCameraPosition(), 0.1, 10); // Use primary camera view
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float scatterAmount = _Scatter*scatterFresnel;
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float3 transColor = 2*saturate(scatterAmount * float3(1, 0.6, 0.26)*bsdfData.specularOcclusion*bsdfData.specularOcclusion);
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float diffuseTerm = Lambert();
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diffuseLighting = bsdfData.diffuseColor * diffuseTerm+transColor;
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}
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#endif // #ifdef HAS_LIGHTLOOP
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#include "../LightEvaluationShare2.hlsl"
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