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257 行
9.7 KiB
257 行
9.7 KiB
//-----------------------------------------------------------------------------
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// EvaluateBSDF_Line - Reference
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//-----------------------------------------------------------------------------
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void IntegrateBSDF_LineRef(float3 V, float3 positionWS,
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PreLightData preLightData, LightData lightData, BSDFData bsdfData,
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out float3 diffuseLighting, out float3 specularLighting,
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int sampleCount = 128)
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{
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diffuseLighting = float3(0.0, 0.0, 0.0);
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specularLighting = float3(0.0, 0.0, 0.0);
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const float len = lightData.size.x;
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const float3 T = lightData.right;
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const float3 P1 = lightData.positionWS - T * (0.5 * len);
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const float dt = len * rcp(sampleCount);
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const float off = 0.5 * dt;
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// Uniformly sample the line segment with the Pdf = 1 / len.
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const float invPdf = len;
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for (int i = 0; i < sampleCount; ++i)
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{
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// Place the sample in the middle of the interval.
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float t = off + i * dt;
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float3 sPos = P1 + t * T;
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float3 unL = sPos - positionWS;
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float dist2 = dot(unL, unL);
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float3 L = normalize(unL);
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float sinLT = length(cross(L, T));
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float NdotL = saturate(dot(bsdfData.normalWS, L));
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if (NdotL > 0)
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{
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float3 lightDiff, lightSpec;
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BSDF(V, L, positionWS, preLightData, bsdfData, lightDiff, lightSpec);
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diffuseLighting += lightDiff * (sinLT / dist2 * NdotL);
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specularLighting += lightSpec * (sinLT / dist2 * NdotL);
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}
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}
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// The factor of 2 is due to the fact: Integral{0, 2 PI}{max(0, cos(x))dx} = 2.
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float normFactor = 2.0 * invPdf * rcp(sampleCount);
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diffuseLighting *= normFactor * lightData.diffuseScale * lightData.color;
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specularLighting *= normFactor * lightData.specularScale * lightData.color;
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}
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//-----------------------------------------------------------------------------
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// EvaluateBSDF_Area - Reference
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//-----------------------------------------------------------------------------
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void IntegrateBSDF_AreaRef(float3 V, float3 positionWS,
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PreLightData preLightData, LightData lightData, BSDFData bsdfData,
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out float3 diffuseLighting, out float3 specularLighting,
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uint sampleCount = 512)
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{
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// Add some jittering on Hammersley2d
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float2 randNum = InitRandom(V.xy * 0.5 + 0.5);
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diffuseLighting = float3(0.0, 0.0, 0.0);
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specularLighting = float3(0.0, 0.0, 0.0);
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for (uint i = 0; i < sampleCount; ++i)
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{
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float3 P = float3(0.0, 0.0, 0.0); // Sample light point. Random point on the light shape in local space.
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float3 Ns = float3(0.0, 0.0, 0.0); // Unit surface normal at P
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float lightPdf = 0.0; // Pdf of the light sample
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float2 u = Hammersley2d(i, sampleCount);
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u = frac(u + randNum);
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// Lights in Unity point backward.
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float4x4 localToWorld = float4x4(float4(lightData.right, 0.0), float4(lightData.up, 0.0), float4(-lightData.forward, 0.0), float4(lightData.positionWS, 1.0));
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switch (lightData.lightType)
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{
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//case GPULIGHTTYPE_SPHERE:
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// SampleSphere(u, localToWorld, lightData.size.x, lightPdf, P, Ns);
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// break;
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//case GPULIGHTTYPE_HEMISPHERE:
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// SampleHemisphere(u, localToWorld, lightData.size.x, lightPdf, P, Ns);
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// break;
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//case GPULIGHTTYPE_CYLINDER:
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// SampleCylinder(u, localToWorld, lightData.size.x, lightData.size.y, lightPdf, P, Ns);
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// break;
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case GPULIGHTTYPE_RECTANGLE:
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SampleRectangle(u, localToWorld, lightData.size.x, lightData.size.y, lightPdf, P, Ns);
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break;
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//case GPULIGHTTYPE_DISK:
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// SampleDisk(u, localToWorld, lightData.size.x, lightPdf, P, Ns);
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// break;
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// case GPULIGHTTYPE_LINE: handled by a separate function.
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}
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// Get distance
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float3 unL = P - positionWS;
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float sqrDist = dot(unL, unL);
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float3 L = normalize(unL);
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// Cosine of the angle between the light direction and the normal of the light's surface.
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float cosLNs = saturate(dot(-L, Ns));
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// We calculate area reference light with the area integral rather than the solid angle one.
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float illuminance = cosLNs * saturate(dot(bsdfData.normalWS, L)) / (sqrDist * lightPdf);
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float3 localDiffuseLighting = float3(0.0, 0.0, 0.0);
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float3 localSpecularLighting = float3(0.0, 0.0, 0.0);
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if (illuminance > 0.0)
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{
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BSDF(V, L, positionWS, preLightData, bsdfData, localDiffuseLighting, localSpecularLighting);
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localDiffuseLighting *= lightData.color * illuminance * lightData.diffuseScale;
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localSpecularLighting *= lightData.color * illuminance * lightData.specularScale;
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}
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diffuseLighting += localDiffuseLighting;
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specularLighting += localSpecularLighting;
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}
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diffuseLighting /= float(sampleCount);
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specularLighting /= float(sampleCount);
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}
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//-----------------------------------------------------------------------------
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// EvaluateBSDF_Env - Reference
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// ----------------------------------------------------------------------------
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// Ref: Moving Frostbite to PBR (Appendix A)
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float3 IntegrateLambertIBLRef(LightLoopContext lightLoopContext,
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float3 V, EnvLightData lightData, BSDFData bsdfData,
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uint sampleCount = 4096)
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{
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float3x3 localToWorld = float3x3(bsdfData.tangentWS, bsdfData.bitangentWS, bsdfData.normalWS);
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float3 acc = float3(0.0, 0.0, 0.0);
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// Add some jittering on Hammersley2d
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float2 randNum = InitRandom(V.xy * 0.5 + 0.5);
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for (uint i = 0; i < sampleCount; ++i)
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{
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float2 u = Hammersley2d(i, sampleCount);
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u = frac(u + randNum);
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float3 L;
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float NdotL;
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float weightOverPdf;
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ImportanceSampleLambert(u, localToWorld, L, NdotL, weightOverPdf);
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if (NdotL > 0.0)
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{
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float4 val = SampleEnv(lightLoopContext, lightData.envIndex, L, 0);
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// We don't multiply by 'bsdfData.diffuseColor' here. It's done only once in PostEvaluateBSDF().
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acc += LambertNoPI() * weightOverPdf * val.rgb;
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}
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}
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return acc / sampleCount;
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}
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float3 IntegrateDisneyDiffuseIBLRef(LightLoopContext lightLoopContext,
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float3 V, PreLightData preLightData, EnvLightData lightData, BSDFData bsdfData,
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uint sampleCount = 4096)
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{
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float3x3 localToWorld = float3x3(bsdfData.tangentWS, bsdfData.bitangentWS, bsdfData.normalWS);
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float NdotV = preLightData.NdotV;
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float3 acc = float3(0.0, 0.0, 0.0);
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// Add some jittering on Hammersley2d
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float2 randNum = InitRandom(V.xy * 0.5 + 0.5);
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for (uint i = 0; i < sampleCount; ++i)
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{
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float2 u = Hammersley2d(i, sampleCount);
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u = frac(u + randNum);
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float3 L;
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float NdotL;
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float weightOverPdf;
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// for Disney we still use a Cosine importance sampling, true Disney importance sampling imply a look up table
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ImportanceSampleLambert(u, localToWorld, L, NdotL, weightOverPdf);
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if (NdotL > 0.0)
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{
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float LdotV = dot(L, V);
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// Note: we call DisneyDiffuse that require to multiply by Albedo / PI. Divide by PI is already taken into account
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// in weightOverPdf of ImportanceSampleLambert call.
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float disneyDiffuse = DisneyDiffuse(NdotV, NdotL, LdotV, bsdfData.perceptualRoughness);
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float4 val = SampleEnv(lightLoopContext, lightData.envIndex, L, 0);
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// We don't multiply by 'bsdfData.diffuseColor' here. It's done only once in PostEvaluateBSDF().
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acc += disneyDiffuse * weightOverPdf * val.rgb;
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}
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}
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return acc / sampleCount;
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}
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// Ref: Moving Frostbite to PBR (Appendix A)
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float3 IntegrateSpecularGGXIBLRef(LightLoopContext lightLoopContext,
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float3 V, PreLightData preLightData, EnvLightData lightData, BSDFData bsdfData,
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uint sampleCount = 2048)
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{
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float3x3 localToWorld;
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if (bsdfData.materialId == MATERIALID_LIT_ANISO)
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{
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localToWorld = float3x3(bsdfData.tangentWS, bsdfData.bitangentWS, bsdfData.normalWS);
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}
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else
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{
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// We do not have a tangent frame unless we use anisotropic GGX.
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localToWorld = GetLocalFrame(bsdfData.normalWS);
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}
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float NdotV = preLightData.NdotV;
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float3 acc = float3(0.0, 0.0, 0.0);
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// Add some jittering on Hammersley2d
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float2 randNum = InitRandom(V.xy * 0.5 + 0.5);
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for (uint i = 0; i < sampleCount; ++i)
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{
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float2 u = Hammersley2d(i, sampleCount);
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u = frac(u + randNum);
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float VdotH;
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float NdotL;
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float3 L;
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float weightOverPdf;
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// GGX BRDF
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if (bsdfData.materialId == MATERIALID_LIT_ANISO)
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{
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ImportanceSampleAnisoGGX(u, V, localToWorld, bsdfData.roughnessT, bsdfData.roughnessB, NdotV, L, VdotH, NdotL, weightOverPdf);
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}
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else
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{
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ImportanceSampleGGX(u, V, localToWorld, bsdfData.roughnessT, NdotV, L, VdotH, NdotL, weightOverPdf);
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}
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if (NdotL > 0.0)
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{
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// Fresnel component is apply here as describe in ImportanceSampleGGX function
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float3 FweightOverPdf = F_Schlick(bsdfData.fresnel0, VdotH) * weightOverPdf;
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float4 val = SampleEnv(lightLoopContext, lightData.envIndex, L, 0);
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acc += FweightOverPdf * val.rgb;
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}
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}
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return acc / sampleCount;
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}
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