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255 行
10 KiB
255 行
10 KiB
#ifndef UNITY_COMMON_MATERIAL_INCLUDED
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#define UNITY_COMMON_MATERIAL_INCLUDED
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//-----------------------------------------------------------------------------
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// Define constants
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//-----------------------------------------------------------------------------
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#define DEFAULT_SPECULAR_VALUE 0.04
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//-----------------------------------------------------------------------------
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// Helper functions for roughness
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//-----------------------------------------------------------------------------
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real PerceptualRoughnessToRoughness(real perceptualRoughness)
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{
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return perceptualRoughness * perceptualRoughness;
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}
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real RoughnessToPerceptualRoughness(real roughness)
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{
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return sqrt(roughness);
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}
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real RoughnessToPerceptualSmoothness(real roughness)
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{
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return 1.0 - sqrt(roughness);
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}
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real PerceptualSmoothnessToRoughness(real perceptualSmoothness)
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{
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return (1.0 - perceptualSmoothness) * (1.0 - perceptualSmoothness);
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}
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real PerceptualSmoothnessToPerceptualRoughness(real perceptualSmoothness)
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{
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return (1.0 - perceptualSmoothness);
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}
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// Using roughness values of 0 leads to INFs and NANs. The only sensible place to use the roughness
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// value of 0 is IBL, so we do not modify the perceptual roughness which is used to select the MIP map level.
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// Note: making the constant too small results in aliasing.
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real ClampRoughnessForAnalyticalLights(real roughness)
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{
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return max(roughness, 1.0 / 1024.0);
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}
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void ConvertAnisotropyToRoughness(real perceptualRoughness, real anisotropy, out real roughnessT, out real roughnessB)
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{
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real roughness = PerceptualRoughnessToRoughness(perceptualRoughness);
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// Use the parametrization of Sony Imageworks.
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// Ref: Revisiting Physically Based Shading at Imageworks, p. 15.
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roughnessT = roughness * (1 + anisotropy);
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roughnessB = roughness * (1 - anisotropy);
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}
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void ConvertRoughnessToAnisotropy(real roughnessT, real roughnessB, out real anisotropy)
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{
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anisotropy = ((roughnessT - roughnessB) / max(roughnessT + roughnessB, 0.0001));
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}
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// Same as ConvertAnisotropyToRoughness but
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// roughnessT and roughnessB are clamped, and are meant to be used with punctual and directional lights.
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void ConvertAnisotropyToClampRoughness(real perceptualRoughness, real anisotropy, out real roughnessT, out real roughnessB)
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{
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ConvertAnisotropyToRoughness(perceptualRoughness, anisotropy, roughnessT, roughnessB);
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roughnessT = ClampRoughnessForAnalyticalLights(roughnessT);
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roughnessB = ClampRoughnessForAnalyticalLights(roughnessB);
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}
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// Use with stack BRDF (clear coat / coat) - This only used same equation to convert from Blinn-Phong spec power to Beckmann roughness
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real RoughnessToVariance(real roughness)
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{
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return 2.0 / Sq(roughness) - 2.0;
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}
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real VarianceToRoughness(real variance)
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{
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return sqrt(2.0 / (variance + 2.0));
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}
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// Normal Map Filtering - This must match HDRP\Editor\AssetProcessors\NormalMapFilteringTexturePostprocessor.cs - highestVarianceAllowed (TODO: Move in core)
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#define NORMALMAP_HIGHEST_VARIANCE 0.03125
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float DecodeVariance(float gradientW)
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{
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return gradientW * NORMALMAP_HIGHEST_VARIANCE;
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}
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// Return modified perceptualSmoothness based on provided variance (get from GeometricNormalVariance + TextureNormalVariance)
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float NormalFiltering(float perceptualSmoothness, float variance, float threshold)
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{
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float roughness = PerceptualSmoothnessToRoughness(perceptualSmoothness);
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// Ref: Geometry into Shading - http://graphics.pixar.com/library/BumpRoughness/paper.pdf - equation (3)
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float squaredRoughness = saturate(roughness * roughness + min(2.0 * variance, threshold * threshold)); // threshold can be really low, square the value for easier control
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return RoughnessToPerceptualSmoothness(sqrt(squaredRoughness));
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}
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// Reference: Error Reduction and Simplification for Shading Anti-Aliasing
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// Specular antialiasing for geometry-induced normal (and NDF) variations: Tokuyoshi / Kaplanyan et al.'s method.
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// This is the deferred approximation, which works reasonably well so we keep it for forward too for now.
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// screenSpaceVariance should be at most 0.5^2 = 0.25, as that corresponds to considering
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// a gaussian pixel reconstruction kernel with a standard deviation of 0.5 of a pixel, thus 2 sigma covering the whole pixel.
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float GeometricNormalVariance(float3 geometricNormalWS, float screenSpaceVariance)
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{
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float3 deltaU = ddx(geometricNormalWS);
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float3 deltaV = ddy(geometricNormalWS);
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return screenSpaceVariance * (dot(deltaU, deltaU) + dot(deltaV, deltaV));
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}
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// Return modified perceptualSmoothness
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float GeometricNormalFiltering(float perceptualSmoothness, float3 geometricNormalWS, float screenSpaceVariance, float threshold)
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{
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float variance = GeometricNormalVariance(geometricNormalWS, screenSpaceVariance);
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return NormalFiltering(perceptualSmoothness, variance, threshold);
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}
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// Normal map filtering based on The Order : 1886 SIGGRAPH course notes implementation.
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// Basically Toksvig with an intermediate single vMF lobe induced dispersion (Han et al. 2007)
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//
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// This returns 2 times the variance of the induced "mesoNDF" lobe (an NDF induced from a section of
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// the normal map) from the level 0 mip normals covered by the "current texel".
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//
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// avgNormalLength gives the dispersion information for the covered normals.
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//
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// Note that hw filtering on the normal map should be trilinear to be conservative, while anisotropic
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// risk underfiltering. Could also compute average normal on the fly with a proper normal map format,
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// like Toksvig.
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float TextureNormalVariance(float avgNormalLength)
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{
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float variance = 0.0;
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if (avgNormalLength < 1.0)
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{
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float avgNormLen2 = avgNormalLength * avgNormalLength;
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float kappa = (3.0 * avgNormalLength - avgNormalLength * avgNormLen2) / (1.0 - avgNormLen2);
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// Ref: Frequency Domain Normal Map Filtering - http://www.cs.columbia.edu/cg/normalmap/normalmap.pdf (equation 21)
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// Relationship between between the standard deviation of a Gaussian distribution and the roughness parameter of a Beckmann distribution.
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// is roughness^2 = 2 variance (note: variance is sigma^2)
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// (Ref: Filtering Distributions of Normals for Shading Antialiasing - Equation just after (14))
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// Relationship between gaussian lobe and vMF lobe is 2 * variance = 1 / (2 * kappa) = roughness^2
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// (Equation 36 of Normal map filtering based on The Order : 1886 SIGGRAPH course notes implementation).
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// So to get variance we must use variance = 1 / (4 * kappa)
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variance = 0.25 / kappa;
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}
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return variance;
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}
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float TextureNormalFiltering(float perceptualSmoothness, float avgNormalLength, float threshold)
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{
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float variance = TextureNormalVariance(avgNormalLength);
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return NormalFiltering(perceptualSmoothness, variance, threshold);
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}
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// ----------------------------------------------------------------------------
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// Helper for Disney parametrization
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// ----------------------------------------------------------------------------
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float3 ComputeDiffuseColor(float3 baseColor, float metallic)
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{
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return baseColor * (1.0 - metallic);
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}
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float3 ComputeFresnel0(float3 baseColor, float metallic, float dielectricF0)
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{
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return lerp(dielectricF0.xxx, baseColor, metallic);
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}
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// ----------------------------------------------------------------------------
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// Helper for normal blending
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// ----------------------------------------------------------------------------
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// ref https://www.gamedev.net/topic/678043-how-to-blend-world-space-normals/#entry5287707
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// assume compositing in world space
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// Note: Using vtxNormal = real3(0, 0, 1) give the BlendNormalRNM formulation.
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// TODO: Untested
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real3 BlendNormalWorldspaceRNM(real3 n1, real3 n2, real3 vtxNormal)
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{
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// Build the shortest-arc quaternion
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real4 q = real4(cross(vtxNormal, n2), dot(vtxNormal, n2) + 1.0) / sqrt(2.0 * (dot(vtxNormal, n2) + 1));
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// Rotate the normal
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return n1 * (q.w * q.w - dot(q.xyz, q.xyz)) + 2 * q.xyz * dot(q.xyz, n1) + 2 * q.w * cross(q.xyz, n1);
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}
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// ref http://blog.selfshadow.com/publications/blending-in-detail/
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// ref https://gist.github.com/selfshadow/8048308
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// Reoriented Normal Mapping
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// Blending when n1 and n2 are already 'unpacked' and normalised
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// assume compositing in tangent space
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real3 BlendNormalRNM(real3 n1, real3 n2)
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{
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real3 t = n1.xyz + real3(0.0, 0.0, 1.0);
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real3 u = n2.xyz * real3(-1.0, -1.0, 1.0);
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real3 r = (t / t.z) * dot(t, u) - u;
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return r;
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}
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// assume compositing in tangent space
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real3 BlendNormal(real3 n1, real3 n2)
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{
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return normalize(real3(n1.xy * n2.z + n2.xy * n1.z, n1.z * n2.z));
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}
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// ----------------------------------------------------------------------------
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// Helper for triplanar
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// ----------------------------------------------------------------------------
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// Ref: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html / http://www.slideshare.net/icastano/cascades-demo-secrets
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real3 ComputeTriplanarWeights(real3 normal)
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{
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// Determine the blend weights for the 3 planar projections.
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real3 blendWeights = abs(normal);
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// Tighten up the blending zone
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blendWeights = (blendWeights - 0.2);
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blendWeights = blendWeights * blendWeights * blendWeights; // pow(blendWeights, 3);
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// Force weights to sum to 1.0 (very important!)
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blendWeights = max(blendWeights, real3(0.0, 0.0, 0.0));
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blendWeights /= dot(blendWeights, 1.0);
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return blendWeights;
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}
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// Planar/Triplanar convention for Unity in world space
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void GetTriplanarCoordinate(float3 position, out float2 uvXZ, out float2 uvXY, out float2 uvZY)
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{
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// Caution: This must follow the same rule as what is use for SurfaceGradient triplanar
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// TODO: Currently the normal mapping looks wrong without SURFACE_GRADIENT option because we don't handle corretly the tangent space
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uvXZ = float2(position.z, position.x);
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uvXY = float2(position.x, position.y);
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uvZY = float2(position.z, position.y);
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}
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// ----------------------------------------------------------------------------
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// Helper for detail map operation
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// ----------------------------------------------------------------------------
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real LerpWhiteTo(real b, real t)
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{
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real oneMinusT = 1.0 - t;
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return oneMinusT + b * t;
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}
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real3 LerpWhiteTo(real3 b, real t)
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{
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real oneMinusT = 1.0 - t;
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return real3(oneMinusT, oneMinusT, oneMinusT) + b * t;
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}
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#endif // UNITY_COMMON_MATERIAL_INCLUDED
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