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542 行
20 KiB
542 行
20 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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real F_Schlick(real f0, real f90, real u)
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{
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real x = 1.0 - u;
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real x2 = x * x;
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real x5 = x * x2 * x2;
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return (f90 - f0) * x5 + f0; // sub mul mul mul sub mad
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}
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real F_Schlick(real f0, real u)
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{
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return F_Schlick(f0, 1.0, u); // sub mul mul mul sub mad
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}
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real3 F_Schlick(real3 f0, real f90, real u)
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{
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real x = 1.0 - u;
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real x2 = x * x;
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real x5 = x * x2 * x2;
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return f0 * (1.0 - x5) + (f90 * x5); // sub mul mul mul sub mul mad*3
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}
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real3 F_Schlick(real3 f0, real u)
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{
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return F_Schlick(f0, 1.0, u); // sub mul mul mul sub mad*3
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}
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// Does not handle TIR.
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real F_Transm_Schlick(real f0, real f90, real u)
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{
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real x = 1.0 - u;
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real x2 = x * x;
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real x5 = x * x2 * x2;
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return (1.0 - f90 * x5) - f0 * (1.0 - x5); // sub mul mul mul mad sub mad
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}
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// Does not handle TIR.
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real F_Transm_Schlick(real f0, real u)
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{
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return F_Transm_Schlick(f0, 1.0, u); // sub mul mul mad mad
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}
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// Does not handle TIR.
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real3 F_Transm_Schlick(real3 f0, real f90, real u)
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{
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real x = 1.0 - u;
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real x2 = x * x;
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real x5 = x * x2 * x2;
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return (1.0 - f90 * x5) - f0 * (1.0 - x5); // sub mul mul mul mad sub mad*3
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}
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// Does not handle TIR.
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real3 F_Transm_Schlick(real3 f0, real u)
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{
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return F_Transm_Schlick(f0, 1.0, u); // sub mul mul mad mad*3
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}
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// Ref: https://seblagarde.wordpress.com/2013/04/29/memo-on-fresnel-equations/
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// Fresnel dieletric / dielectric
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real F_FresnelDieletric(real ior, real u)
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{
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real g = sqrt(Sq(ior) + Sq(u) - 1.0);
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return 0.5 * Sq((g - u) / (g + u)) * (1.0 + Sq(((g + u) * u - 1.0) / ((g - u) * u + 1.0)));
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}
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// Fresnel dieletric / conductor
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// Note: etak2 = etak * etak (optimization for Artist Friendly Metallic Fresnel below)
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// eta = eta_t / eta_i and etak = k_t / n_i
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real3 F_FresnelConductor(real3 eta, real3 etak2, real cosTheta)
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{
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real cosTheta2 = cosTheta * cosTheta;
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real sinTheta2 = 1.0 - cosTheta2;
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real3 eta2 = eta * eta;
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real3 t0 = eta2 - etak2 - sinTheta2;
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real3 a2plusb2 = sqrt(t0 * t0 + 4.0 * eta2 * etak2);
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real3 t1 = a2plusb2 + cosTheta2;
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real3 a = sqrt(0.5 * (a2plusb2 + t0));
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real3 t2 = 2.0 * a * cosTheta;
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real3 Rs = (t1 - t2) / (t1 + t2);
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real3 t3 = cosTheta2 * a2plusb2 + sinTheta2 * sinTheta2;
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real3 t4 = t2 * sinTheta2;
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real3 Rp = Rs * (t3 - t4) / (t3 + t4);
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return 0.5 * (Rp + Rs);
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}
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// Conversion FO/IOR
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TEMPLATE_2_REAL(IorToFresnel0, transmittedIor, incidentIor, return Sq((transmittedIor - incidentIor) / (transmittedIor + incidentIor)) )
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// ior is a value between 1.0 and 3.0. 1.0 is air interface
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real IorToFresnel0(real transmittedIor)
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{
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return IorToFresnel0(transmittedIor, 1.0);
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}
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// Assume air interface for top
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// Note: We don't handle the case fresnel0 == 1
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//real Fresnel0ToIor(real fresnel0)
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//{
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// real sqrtF0 = sqrt(fresnel0);
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// return (1.0 + sqrtF0) / (1.0 - sqrtF0);
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//}
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TEMPLATE_1_REAL(Fresnel0ToIor, fresnel0, return ((1.0 + sqrt(fresnel0)) / (1.0 - sqrt(fresnel0))) )
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// This function is a coarse approximation of computing fresnel0 for a different top than air (here clear coat of IOR 1.5) when we only have fresnel0 with air interface
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// This function is equivalent to IorToFresnel0(Fresnel0ToIor(fresnel0), 1.5)
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// mean
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// real sqrtF0 = sqrt(fresnel0);
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// return Sq(1.0 - 5.0 * sqrtF0) / Sq(5.0 - sqrtF0);
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// Optimization: Fit of the function (3 mad) for range [0.04 (should return 0), 1 (should return 1)]
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TEMPLATE_1_REAL(ConvertF0ForAirInterfaceToF0ForClearCoat15, fresnel0, return saturate(-0.0256868 + fresnel0 * (0.326846 + (0.978946 - 0.283835 * fresnel0) * fresnel0)))
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// Artist Friendly Metallic Fresnel Ref: http://jcgt.org/published/0003/04/03/paper.pdf
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real3 GetIorN(real3 f0, real3 edgeTint)
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{
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real3 sqrtF0 = sqrt(f0);
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return lerp((1.0 - f0) / (1.0 + f0), (1.0 + sqrtF0) / (1.0 - sqrt(f0)), edgeTint);
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}
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real3 getIorK2(real3 f0, real3 n)
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{
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real3 nf0 = Sq(n + 1.0) * f0 - Sq(f0 - 1.0);
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return nf0 / (1.0 - f0);
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}
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// same as regular refract except there is not the test for total internal reflection + the vector is flipped for processing
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real3 CoatRefract(real3 X, real3 N, real ieta)
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{
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real XdotN = saturate(dot(N, X));
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return ieta * X + (sqrt(1 + ieta * ieta * (XdotN * XdotN - 1)) - ieta * XdotN) * N;
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}
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//-----------------------------------------------------------------------------
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// Specular BRDF
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//-----------------------------------------------------------------------------
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real D_GGXNoPI(real NdotH, real roughness)
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{
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real a2 = Sq(roughness);
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real s = (NdotH * a2 - NdotH) * NdotH + 1.0;
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return a2 / (s * s);
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}
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real D_GGX(real NdotH, real 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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real G_MaskingSmithGGX(real NdotV, real 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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// Assume that (VdotH > 0), e.i. (acos(LdotV) < Pi).
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return 1.0 / (0.5 + 0.5 * sqrt(1.0 + Sq(roughness) * (1.0 / Sq(NdotV) - 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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real D_GGX_Visible(real NdotH, real NdotV, real VdotH, real roughness)
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{
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return D_GGX(NdotH, roughness) * G_MaskingSmithGGX(NdotV, roughness) * VdotH / NdotV;
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}
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// Precompute part of lambdaV
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real GetSmithJointGGXPartLambdaV(real NdotV, real roughness)
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{
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real a2 = Sq(roughness);
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return sqrt((-NdotV * a2 + NdotV) * NdotV + a2);
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}
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// Note: V = G / (4 * NdotL * NdotV)
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// Ref: http://jcgt.org/published/0003/02/03/paper.pdf
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real V_SmithJointGGX(real NdotL, real NdotV, real roughness, real partLambdaV)
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{
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real a2 = Sq(roughness);
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// Original formulation:
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// lambda_v = (-1 + sqrt(a2 * (1 - NdotL2) / NdotL2 + 1)) * 0.5
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// lambda_l = (-1 + sqrt(a2 * (1 - NdotV2) / NdotV2 + 1)) * 0.5
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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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real lambdaV = NdotL * partLambdaV;
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real 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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real V_SmithJointGGX(real NdotL, real NdotV, real roughness)
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{
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real partLambdaV = GetSmithJointGGXPartLambdaV(NdotV, roughness);
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return V_SmithJointGGX(NdotL, NdotV, roughness, partLambdaV);
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}
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// Inline D_GGX() * V_SmithJointGGX() together for better code generation.
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real DV_SmithJointGGX(real NdotH, real NdotL, real NdotV, real roughness, real partLambdaV)
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{
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real a2 = Sq(roughness);
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real s = (NdotH * a2 - NdotH) * NdotH + 1.0;
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real lambdaV = NdotL * partLambdaV;
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real lambdaL = NdotV * sqrt((-NdotL * a2 + NdotL) * NdotL + a2);
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real2 D = real2(a2, s * s); // Fraction without the multiplier (1/Pi)
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real2 G = real2(1, lambdaV + lambdaL); // Fraction without the multiplier (1/2)
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return (INV_PI * 0.5) * (D.x * G.x) / (D.y * G.y);
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}
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real DV_SmithJointGGX(real NdotH, real NdotL, real NdotV, real roughness)
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{
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real partLambdaV = GetSmithJointGGXPartLambdaV(NdotV, roughness);
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return DV_SmithJointGGX(NdotH, NdotL, NdotV, roughness, partLambdaV);
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}
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// Precompute a part of LambdaV.
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// Note on this linear approximation.
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// Exact for roughness values of 0 and 1. Also, exact when the cosine is 0 or 1.
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// Otherwise, the worst case relative error is around 10%.
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// https://www.desmos.com/calculator/wtp8lnjutx
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real GetSmithJointGGXPartLambdaVApprox(real NdotV, real roughness)
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{
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real a = roughness;
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return NdotV * (1 - a) + a;
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}
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real V_SmithJointGGXApprox(real NdotL, real NdotV, real roughness, real partLambdaV)
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{
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real a = roughness;
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real lambdaV = NdotL * partLambdaV;
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real lambdaL = NdotV * (NdotL * (1 - a) + a);
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return 0.5 / (lambdaV + lambdaL);
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}
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real V_SmithJointGGXApprox(real NdotL, real NdotV, real roughness)
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{
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real partLambdaV = GetSmithJointGGXPartLambdaVApprox(NdotV, roughness);
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return V_SmithJointGGXApprox(NdotL, NdotV, roughness, partLambdaV);
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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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real D_GGXAnisoNoPI(real TdotH, real BdotH, real NdotH, real roughnessT, real roughnessB)
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{
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real a2 = roughnessT * roughnessB;
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real3 v = real3(roughnessB * TdotH, roughnessT * BdotH, a2 * NdotH);
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real s = dot(v, v);
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return a2 * Sq(a2 / s);
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}
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real D_GGXAniso(real TdotH, real BdotH, real NdotH, real roughnessT, real 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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real GetSmithJointGGXAnisoPartLambdaV(real TdotV, real BdotV, real NdotV, real roughnessT, real roughnessB)
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{
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return length(real3(roughnessT * TdotV, roughnessB * BdotV, NdotV));
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}
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// Note: V = G / (4 * NdotL * NdotV)
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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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real V_SmithJointGGXAniso(real TdotV, real BdotV, real NdotV, real TdotL, real BdotL, real NdotL, real roughnessT, real roughnessB, real partLambdaV)
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{
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real lambdaV = NdotL * partLambdaV;
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real lambdaL = NdotV * length(real3(roughnessT * TdotL, roughnessB * BdotL, NdotL));
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return 0.5 / (lambdaV + lambdaL);
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}
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real V_SmithJointGGXAniso(real TdotV, real BdotV, real NdotV, real TdotL, real BdotL, real NdotL, real roughnessT, real roughnessB)
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{
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real partLambdaV = GetSmithJointGGXAnisoPartLambdaV(TdotV, BdotV, NdotV, roughnessT, roughnessB);
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return V_SmithJointGGXAniso(TdotV, BdotV, NdotV, TdotL, BdotL, NdotL, roughnessT, roughnessB, partLambdaV);
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}
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// Inline D_GGXAniso() * V_SmithJointGGXAniso() together for better code generation.
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real DV_SmithJointGGXAniso(real TdotH, real BdotH, real NdotH, real NdotV,
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real TdotL, real BdotL, real NdotL,
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real roughnessT, real roughnessB, real partLambdaV)
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{
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real a2 = roughnessT * roughnessB;
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real3 v = real3(roughnessB * TdotH, roughnessT * BdotH, a2 * NdotH);
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real s = dot(v, v);
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real lambdaV = NdotL * partLambdaV;
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real lambdaL = NdotV * length(real3(roughnessT * TdotL, roughnessB * BdotL, NdotL));
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real2 D = real2(a2 * a2 * a2, s * s); // Fraction without the multiplier (1/Pi)
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real2 G = real2(1, lambdaV + lambdaL); // Fraction without the multiplier (1/2)
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return (INV_PI * 0.5) * (D.x * G.x) / (D.y * G.y);
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}
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real DV_SmithJointGGXAniso(real TdotH, real BdotH, real NdotH,
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real TdotV, real BdotV, real NdotV,
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real TdotL, real BdotL, real NdotL,
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real roughnessT, real roughnessB)
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{
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real partLambdaV = GetSmithJointGGXAnisoPartLambdaV(TdotV, BdotV, NdotV, roughnessT, roughnessB);
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return DV_SmithJointGGXAniso(TdotH, BdotH, NdotH, NdotV, TdotL, BdotL, NdotL,
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roughnessT, roughnessB, partLambdaV);
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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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real LambertNoPI()
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{
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return 1.0;
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}
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real Lambert()
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{
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return INV_PI;
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}
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real DisneyDiffuseNoPI(real NdotV, real NdotL, real LdotV, real perceptualRoughness)
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{
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// (2 * LdotH * LdotH) = 1 + LdotV
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// real fd90 = 0.5 + 2 * LdotH * LdotH * perceptualRoughness;
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real fd90 = 0.5 + (perceptualRoughness + perceptualRoughness * LdotV);
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// Two schlick fresnel term
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real lightScatter = F_Schlick(1.0, fd90, NdotL);
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real viewScatter = F_Schlick(1.0, fd90, NdotV);
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// Normalize the BRDF for polar view angles of up to (Pi/4).
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// We use the worst case of (roughness = albedo = 1), and, for each view angle,
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// integrate (brdf * cos(theta_light)) over all light directions.
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// The resulting value is for (theta_view = 0), which is actually a little bit larger
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// than the value of the integral for (theta_view = Pi/4).
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// Hopefully, the compiler folds the constant together with (1/Pi).
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return rcp(1.03571) * (lightScatter * viewScatter);
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}
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real DisneyDiffuse(real NdotV, real NdotL, real LdotV, real perceptualRoughness)
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{
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return INV_PI * DisneyDiffuseNoPI(NdotV, NdotL, LdotV, perceptualRoughness);
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}
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// Ref: Diffuse Lighting for GGX + Smith Microsurfaces, p. 113.
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real3 DiffuseGGXNoPI(real3 albedo, real NdotV, real NdotL, real NdotH, real LdotV, real roughness)
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{
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real facing = 0.5 + 0.5 * LdotV; // (LdotH)^2
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real rough = facing * (0.9 - 0.4 * facing) * (0.5 / NdotH + 1);
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real transmitL = F_Transm_Schlick(0, NdotL);
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real transmitV = F_Transm_Schlick(0, NdotV);
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real smooth = transmitL * transmitV * 1.05; // Normalize F_t over the hemisphere
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real single = lerp(smooth, rough, roughness); // Rescaled by PI
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real multiple = roughness * (0.1159 * PI); // Rescaled by PI
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return single + albedo * multiple;
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}
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real3 DiffuseGGX(real3 albedo, real NdotV, real NdotL, real NdotH, real LdotV, real roughness)
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{
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// Note that we could save 2 cycles by inlining the multiplication by INV_PI.
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return INV_PI * DiffuseGGXNoPI(albedo, NdotV, NdotL, NdotH, LdotV, roughness);
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}
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//-----------------------------------------------------------------------------
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// Iridescence
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//-----------------------------------------------------------------------------
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// Ref: https://belcour.github.io/blog/research/2017/05/01/brdf-thin-film.html
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// Evaluation XYZ sensitivity curves in Fourier space
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real3 EvalSensitivity(real opd, real shift)
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{
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// Use Gaussian fits, given by 3 parameters: val, pos and var
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real phase = 2.0 * PI * opd * 1e-6;
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real3 val = real3(5.4856e-13, 4.4201e-13, 5.2481e-13);
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real3 pos = real3(1.6810e+06, 1.7953e+06, 2.2084e+06);
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real3 var = real3(4.3278e+09, 9.3046e+09, 6.6121e+09);
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real3 xyz = val * sqrt(2.0 * PI * var) * cos(pos * phase + shift) * exp(-var * phase * phase);
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xyz.x += 9.7470e-14 * sqrt(2.0 * PI * 4.5282e+09) * cos(2.2399e+06 * phase + shift) * exp(-4.5282e+09 * phase * phase);
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return xyz / 1.0685e-7;
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}
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// Evaluate the reflectance for a thin-film layer on top of a dielectric medum.
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real3 EvalIridescence(real eta_1, real cosTheta1, real iridescenceThickness, real3 baseLayerFresnel0, real iorOverBaseLayer = 0.0)
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{
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// iridescenceThickness unit is micrometer for this equation here. Mean 0.5 is 500nm.
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real Dinc = 3.0 * iridescenceThickness;
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// Note: Unlike the code provide with the paper, here we use schlick approximation
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// Schlick is a very poor approximation when dealing with iridescence to the Fresnel
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// term and there is no "neutral" value in this unlike in the original paper.
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// We use Iridescence mask here to allow to have neutral value
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// Hack: In order to use only one parameter (DInc), we deduced the ior of iridescence from current Dinc iridescenceThickness
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// and we use mask instead to fade out the effect
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real eta_2 = lerp(2.0, 1.0, iridescenceThickness);
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// Following line from original code is not needed for us, it create a discontinuity
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// Force eta_2 -> eta_1 when Dinc -> 0.0
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// real eta_2 = lerp(eta_1, eta_2, smoothstep(0.0, 0.03, Dinc));
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// Evaluate the cosTheta on the base layer (Snell law)
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real sinTheta2 = Sq(eta_1 / eta_2) * (1.0 - Sq(cosTheta1));
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// Handle TIR
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if (sinTheta2 > 1.0)
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return real3(1.0, 1.0, 1.0);
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//Or use this "artistic hack" to get more continuity even though wrong (test with dual normal maps to understand the difference)
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//if( sinTheta2 > 1.0 ) { sinTheta2 = 2 - sinTheta2; }
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real cosTheta2 = sqrt(1.0 - sinTheta2);
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// First interface
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real R0 = IorToFresnel0(eta_2, eta_1);
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real R12 = F_Schlick(R0, cosTheta1);
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real R21 = R12;
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real T121 = 1.0 - R12;
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real phi12 = 0.0;
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real phi21 = PI - phi12;
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// Second interface
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// The f0 or the base should account for the new computed eta_2 on top.
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// This is optionally done if we are given the needed current ior over the base layer that is accounted for
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// in the baseLayerFresnel0 parameter:
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if (iorOverBaseLayer > 0.0)
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{
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// Fresnel0ToIor will give us a ratio of baseIor/topIor, hence we * iorOverBaseLayer to get the baseIor
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real3 baseIor = iorOverBaseLayer * Fresnel0ToIor(baseLayerFresnel0 + 0.0001); // guard against 1.0
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baseLayerFresnel0 = IorToFresnel0(baseIor, eta_2);
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}
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real3 R23 = F_Schlick(baseLayerFresnel0, cosTheta2);
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real phi23 = 0.0;
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// Phase shift
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real OPD = Dinc * cosTheta2;
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real phi = phi21 + phi23;
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// Compound terms
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real3 R123 = R12 * R23;
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real3 r123 = sqrt(R123);
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real3 Rs = Sq(T121) * R23 / (real3(1.0, 1.0, 1.0) - R123);
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// Reflectance term for m = 0 (DC term amplitude)
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real3 C0 = R12 + Rs;
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real3 I = C0;
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// Reflectance term for m > 0 (pairs of diracs)
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real3 Cm = Rs - T121;
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for (int m = 1; m <= 2; ++m)
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{
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Cm *= r123;
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real3 Sm = 2.0 * EvalSensitivity(m * OPD, m * phi);
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//vec3 SmP = 2.0 * evalSensitivity(m*OPD, m*phi2.y);
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I += Cm * Sm;
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}
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// Convert back to RGB reflectance
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//I = clamp(mul(I, XYZ_TO_RGB), real3(0.0, 0.0, 0.0), real3(1.0, 1.0, 1.0));
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//I = mul(XYZ_TO_RGB, I);
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return I;
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}
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//-----------------------------------------------------------------------------
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// Fabric
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//-----------------------------------------------------------------------------
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// Ref: https://knarkowicz.wordpress.com/2018/01/04/cloth-shading/
|
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real D_CharlieNoPI(real NdotH, real roughness)
|
|
{
|
|
float invR = rcp(roughness);
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float cos2h = NdotH * NdotH;
|
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float sin2h = 1.0 - cos2h;
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// Note: We have sin^2 so multiply by 0.5 to cancel it
|
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return (2.0 + invR) * PositivePow(sin2h, invR * 0.5) / 2.0;
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|
}
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|
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real D_Charlie(real NdotH, real roughness)
|
|
{
|
|
return INV_PI * D_CharlieNoPI(NdotH, roughness);
|
|
}
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|
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real CharlieL(real x, real r)
|
|
{
|
|
r = saturate(r);
|
|
r = (1. - r * r);
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|
|
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float a = lerp(25.3245, 21.5473, r);
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|
float b = lerp(3.32435, 3.82987, r);
|
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float c = lerp(0.16801, 0.19823, r);
|
|
float d = lerp(-1.27393, -1.97760, r);
|
|
float e = lerp(-4.85967, -4.32054, r);
|
|
|
|
return a / (1. + b * PositivePow(x, c)) + d * x + e;
|
|
}
|
|
|
|
// Note: This version don't include the softening of the paper: Production Friendly Microfacet Sheen BRDF
|
|
real V_Charlie(real NdotL, real NdotV, real roughness)
|
|
{
|
|
real lambdaV = NdotV < 0.5 ? exp(CharlieL(NdotV, roughness)) : exp(2.0 * CharlieL(0.5, roughness) - CharlieL(1.0 - NdotV, roughness));
|
|
real lambdaL = NdotL < 0.5 ? exp(CharlieL(NdotL, roughness)) : exp(2.0 * CharlieL(0.5, roughness) - CharlieL(1.0 - NdotL, roughness));
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|
|
|
return 1.0 / ((1.0 + lambdaV + lambdaL) * (4.0 * NdotV * NdotL));
|
|
}
|
|
|
|
// We use V_Ashikhmin instead of V_Charlie in practice for game due to the cost of V_Charlie
|
|
real V_Ashikhmin(real NdotL, real NdotV)
|
|
{
|
|
// Use soft visibility term introduce in: Crafting a Next-Gen Material Pipeline for The Order : 1886
|
|
return 1.0 / (4.0 * (NdotL + NdotV - NdotL * NdotV));
|
|
}
|
|
|
|
// A diffuse term use with fabric done by tech artist - empirical
|
|
real FabricLambertNoPI(real roughness)
|
|
{
|
|
return lerp(1.0, 0.5, roughness);
|
|
}
|
|
|
|
real FabricLambert(real roughness)
|
|
{
|
|
return INV_PI * FabricLambertNoPI(roughness);
|
|
}
|
|
|
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#endif // UNITY_BSDF_INCLUDED
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