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230 行
7.5 KiB
230 行
7.5 KiB
#ifndef UNITY_BSDF_INCLUDED
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#define UNITY_BSDF_INCLUDED
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// Note: All NDF and diffuse term have a version with and without divide by PI.
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// Version with divide by PI are use for direct lighting.
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// Version without divide by PI are use for image based lighting where often the PI cancel during importance sampling
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//-----------------------------------------------------------------------------
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// Fresnel term
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//-----------------------------------------------------------------------------
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float F_Schlick(float f0, float f90, float u)
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{
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float x = 1.0 - u;
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float x5 = x * x;
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x5 = x5 * x5 * x;
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return (f90 - f0) * x5 + f0; // sub mul mul mul sub mad
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}
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float F_Schlick(float f0, float u)
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{
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return F_Schlick(f0, 1.0, u);
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}
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float3 F_Schlick(float3 f0, float f90, float u)
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{
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float x = 1.0 - u;
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float x5 = x * x;
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x5 = x5 * x5 * x;
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return (float3(f90, f90, f90) - f0) * x5 + f0; // sub mul mul mul sub mad
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}
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float3 F_Schlick(float3 f0, float u)
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{
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return F_Schlick(f0, 1.0, u);
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}
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//-----------------------------------------------------------------------------
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// Specular BRDF
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//-----------------------------------------------------------------------------
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// With analytical light (not image based light) we clamp the minimun roughness in the NDF to avoid numerical instability.
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#define UNITY_MIN_ROUGHNESS 0.002
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float ClampRoughnessForAnalyticalLights(float roughness)
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{
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return max(roughness, UNITY_MIN_ROUGHNESS);
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}
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float D_GGXNoPI(float NdotH, float roughness)
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{
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float a2 = roughness * roughness;
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float f = (NdotH * a2 - NdotH) * NdotH + 1.0;
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return a2 / (f * f);
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}
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float D_GGX(float NdotH, float roughness)
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{
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return INV_PI * D_GGXNoPI(NdotH, roughness);
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}
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// Ref: Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs, p. 19, 29.
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float G_MaskingSmithGGX(float NdotV, float VdotH, float roughness)
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{
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// G1(V, H) = HeavisideStep(VdotH) / (1 + Λ(V)).
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// Λ(V) = -0.5 + 0.5 * sqrt(1 + 1 / a²).
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// a = 1 / (roughness * tan(theta)).
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// 1 + Λ(V) = 0.5 + 0.5 * sqrt(1 + roughness² * tan²(theta)).
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// tan²(theta) = (1 - cos²(theta)) / cos²(theta) = 1 / cos²(theta) - 1.
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float hs = VdotH > 0.0 ? 1.0 : 0.0;
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float a2 = roughness * roughness;
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float z2 = NdotV * NdotV;
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return hs / (0.5 + 0.5 * sqrt(1.0 + a2 * (1.0 / z2 - 1.0)));
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}
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// Ref: Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs, p. 12.
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float D_GGX_Visible(float NdotH, float NdotV, float VdotH, float roughness)
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{
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// Note that we pass 1.0 instead of 'VdotH' since the multiplication will already clamp.
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return D_GGX(NdotH, roughness) * G_MaskingSmithGGX(NdotV, 1.0, roughness) * VdotH / NdotV;
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}
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// Ref: http://jcgt.org/published/0003/02/03/paper.pdf
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float V_SmithJointGGX(float NdotL, float NdotV, float roughness)
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{
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// Original formulation:
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// lambda_v = (-1 + sqrt(a2 * (1 - NdotL2) / NdotL2 + 1)) * 0.5f;
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// lambda_l = (-1 + sqrt(a2 * (1 - NdotV2) / NdotV2 + 1)) * 0.5f;
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// G = 1 / (1 + lambda_v + lambda_l);
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float a = roughness;
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float a2 = a * a;
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// Reorder code to be more optimal
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float lambdaV = NdotL * sqrt((-NdotV * a2 + NdotV) * NdotV + a2);
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float lambdaL = NdotV * sqrt((-NdotL * a2 + NdotL) * NdotL + a2);
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// Simplify visibility term: (2.0 * NdotL * NdotV) / ((4.0 * NdotL * NdotV) * (lambda_v + lambda_l));
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return 0.5 / (lambdaV + lambdaL);
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}
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// Precompute part of lambdaV
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float GetSmithJointGGXLambdaV(float NdotV, float roughness)
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{
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float a = roughness;
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float a2 = a * a;
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return sqrt((-NdotV * a2 + NdotV) * NdotV + a2);
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}
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float V_SmithJointGGX(float NdotL, float NdotV, float roughness, float lambdaV)
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{
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float a = roughness;
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float a2 = a * a;
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// Reorder code to be more optimal
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lambdaV *= NdotL;
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float lambdaL = NdotV * sqrt((-NdotL * a2 + NdotL) * NdotL + a2);
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// Simplify visibility term: (2.0 * NdotL * NdotV) / ((4.0 * NdotL * NdotV) * (lambda_v + lambda_l));
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return 0.5 / (lambdaV + lambdaL);
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}
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float V_SmithJointGGXApprox(float NdotL, float NdotV, float roughness)
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{
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float a = roughness;
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// Approximation of the above formulation (simplify the sqrt, not mathematically correct but close enough)
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float lambdaV = NdotL * (NdotV * (1 - a) + a);
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float lambdaL = NdotV * (NdotL * (1 - a) + a);
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return 0.5 / (lambdaV + lambdaL);
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}
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// Precompute part of LambdaV
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float GetSmithJointGGXApproxLambdaV(float NdotV, float roughness)
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{
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float a = roughness;
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return NdotV * (1 - a) + a;
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}
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float V_SmithJointGGXApprox(float NdotL, float NdotV, float roughness, float lambdaV)
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{
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float a = roughness;
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// Approximation of the above formulation (simplify the sqrt, not mathematically correct but close enough)
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lambdaV *= NdotL;
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float lambdaL = NdotV * (NdotL * (1 - a) + a);
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return 0.5 / (lambdaV + lambdaL);
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}
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// roughnessT -> roughness in tangent direction
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// roughnessB -> roughness in bitangent direction
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float D_GGXAnisoNoPI(float TdotH, float BdotH, float NdotH, float roughnessT, float roughnessB)
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{
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float f = TdotH * TdotH / (roughnessT * roughnessT) + BdotH * BdotH / (roughnessB * roughnessB) + NdotH * NdotH;
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return 1.0 / (roughnessT * roughnessB * f * f);
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}
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float D_GGXAniso(float TdotH, float BdotH, float NdotH, float roughnessT, float roughnessB)
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{
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return INV_PI * D_GGXAnisoNoPI(TdotH, BdotH, NdotH, roughnessT, roughnessB);
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}
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// Ref: https://cedec.cesa.or.jp/2015/session/ENG/14698.html The Rendering Materials of Far Cry 4
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float V_SmithJointGGXAniso(float TdotV, float BdotV, float NdotV, float TdotL, float BdotL, float NdotL, float roughnessT, float roughnessB)
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{
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float aT = roughnessT;
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float aT2 = aT * aT;
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float aB = roughnessB;
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float aB2 = aB * aB;
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float lambdaV = NdotL * sqrt(aT2 * TdotV * TdotV + aB2 * BdotV * BdotV + NdotV * NdotV);
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float lambdaL = NdotV * sqrt(aT2 * TdotL * TdotL + aB2 * BdotL * BdotL + NdotL * NdotL);
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return 0.5 / (lambdaV + lambdaL);
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}
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float GetSmithJointGGXAnisoLambdaV(float TdotV, float BdotV, float NdotV, float roughnessT, float roughnessB)
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{
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float aT = roughnessT;
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float aT2 = aT * aT;
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float aB = roughnessB;
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float aB2 = aB * aB;
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return sqrt(aT2 * TdotV * TdotV + aB2 * BdotV * BdotV + NdotV * NdotV);
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}
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float V_SmithJointGGXAnisoLambdaV(float TdotV, float BdotV, float NdotV, float TdotL, float BdotL, float NdotL, float roughnessT, float roughnessB, float lambdaV)
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{
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float aT = roughnessT;
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float aT2 = aT * aT;
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float aB = roughnessB;
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float aB2 = aB * aB;
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lambdaV *= NdotL;
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float lambdaL = NdotV * sqrt(aT2 * TdotL * TdotL + aB2 * BdotL * BdotL + NdotL * NdotL);
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return 0.5 / (lambdaV + lambdaL);
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}
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//-----------------------------------------------------------------------------
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// Diffuse BRDF - diffuseColor is expected to be multiply by the caller
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//-----------------------------------------------------------------------------
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float LambertNoPI()
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{
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return 1.0;
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}
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float Lambert()
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{
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return INV_PI;
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}
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float DisneyDiffuseNoPI(float NdotV, float NdotL, float LdotH, float perceptualRoughness)
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{
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float fd90 = 0.5 + 2 * LdotH * LdotH * perceptualRoughness;
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// Two schlick fresnel term
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float lightScatter = F_Schlick(1.0, fd90, NdotL);
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float viewScatter = F_Schlick(1.0, fd90, NdotV);
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return lightScatter * viewScatter;
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}
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float DisneyDiffuse(float NdotV, float NdotL, float LdotH, float perceptualRoughness)
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{
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return INV_PI * DisneyDiffuseNoPI(NdotV, NdotL, LdotH, perceptualRoughness);
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}
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#endif // UNITY_BSDF_INCLUDED
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