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152 行
4.8 KiB
152 行
4.8 KiB
#ifndef UNITY_BSDF_INCLUDED
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#define UNITY_BSDF_INCLUDED
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#include "Common.hlsl"
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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 D_GGX(float NdotH, float roughness)
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{
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roughness = max(roughness, UNITY_MIN_ROUGHNESS);
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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_GGXDividePI(float NdotH, float roughness)
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{
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return INV_PI * D_GGX(NdotH, roughness);
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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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#if 1
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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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// Reorder code to be more optimal
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float a = roughness;
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float a2 = a * a;
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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: (2.0f * NdotL * NdotV) / ((4.0f * NdotL * NdotV) * (lambda_v + lambda_l));
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return 0.5f / (lambdaV + lambdaL);
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#else
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// Approximation of the above formulation (simplify the sqrt, not mathematically correct but close enough)
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float a = roughness;
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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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#endif
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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_GGXAniso(float TdotH, float BdotH, float NdotH, float roughnessT, float roughnessB)
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{
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roughnessT = max(roughnessT, UNITY_MIN_ROUGHNESS);
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roughnessB = max(roughnessB, UNITY_MIN_ROUGHNESS);
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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_GGXAnisoDividePI(float TdotH, float BdotH, float NdotH, float roughnessT, float roughnessB)
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{
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return INV_PI * D_GGXAniso(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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// TODO: Optimize, lambdaV could be precomputed at the beginning of the loop and reuse for all lights.
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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 Lambert()
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{
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return 1.0;
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}
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float LambertDividePI()
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{
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return INV_PI;
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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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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 DisneyDiffuseDividePI(float NdotV, float NdotL, float LdotH, float perceptualRoughness)
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{
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return INV_PI * DisneyDiffuse(NdotV, NdotL, LdotH, perceptualRoughness);
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}
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#endif // UNITY_BSDF_INCLUDED
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