/** * Copyright (c) 2017-2019 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author Alexander Rose * * adapted from three.js (https://github.com/mrdoob/three.js/) * which under the MIT License, Copyright © 2010-2019 three.js authors */ export default ` uniform float uLightIntensity; uniform float uAmbientIntensity; uniform float uReflectivity; uniform float uMetalness; uniform float uRoughness; struct PhysicalMaterial { vec3 diffuseColor; float specularRoughness; vec3 specularColor; }; struct IncidentLight { vec3 color; vec3 direction; }; struct ReflectedLight { vec3 directDiffuse; vec3 directSpecular; vec3 indirectDiffuse; }; struct GeometricContext { vec3 position; vec3 normal; vec3 viewDir; }; vec3 F_Schlick(const in vec3 specularColor, const in float dotLH) { // Original approximation by Christophe Schlick '94 // float fresnel = pow( 1.0 - dotLH, 5.0 ); // Optimized variant (presented by Epic at SIGGRAPH '13) // https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf float fresnel = exp2((-5.55473 * dotLH - 6.98316) * dotLH); return (1.0 - specularColor) * fresnel + specularColor; } // Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2 // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf float G_GGX_SmithCorrelated(const in float alpha, const in float dotNL, const in float dotNV) { float a2 = pow2(alpha); // dotNL and dotNV are explicitly swapped. This is not a mistake. float gv = dotNL * sqrt(a2 + (1.0 - a2) * pow2(dotNV)); float gl = dotNV * sqrt(a2 + (1.0 - a2) * pow2(dotNL)); return 0.5 / max(gv + gl, EPSILON); } // Microfacet Models for Refraction through Rough Surfaces - equation (33) // http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html // alpha is "roughness squared" in Disney’s reparameterization float D_GGX(const in float alpha, const in float dotNH) { float a2 = pow2(alpha); float denom = pow2(dotNH) * (a2 - 1.0) + 1.0; // avoid alpha = 0 with dotNH = 1 return RECIPROCAL_PI * a2 / pow2(denom); } vec3 BRDF_Diffuse_Lambert(const in vec3 diffuseColor) { return RECIPROCAL_PI * diffuseColor; } // GGX Distribution, Schlick Fresnel, GGX-Smith Visibility vec3 BRDF_Specular_GGX(const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness) { float alpha = pow2(roughness); // UE4's roughness vec3 halfDir = normalize(incidentLight.direction + geometry.viewDir); float dotNL = saturate(dot(geometry.normal, incidentLight.direction)); float dotNV = saturate(dot(geometry.normal, geometry.viewDir)); float dotNH = saturate(dot(geometry.normal, halfDir)); float dotLH = saturate(dot(incidentLight.direction, halfDir)); vec3 F = F_Schlick(specularColor, dotLH); float G = G_GGX_SmithCorrelated(alpha, dotNL, dotNV); float D = D_GGX(alpha, dotNH); return F * (G * D); } // ref: https://www.unrealengine.com/blog/physically-based-shading-on-mobile - environmentBRDF for GGX on mobile vec3 BRDF_Specular_GGX_Environment(const in GeometricContext geometry, const in vec3 specularColor, const in float roughness) { float dotNV = saturate(dot(geometry.normal, geometry.viewDir)); const vec4 c0 = vec4(-1, -0.0275, -0.572, 0.022); const vec4 c1 = vec4(1, 0.0425, 1.04, -0.04); vec4 r = roughness * c0 + c1; float a004 = min(r.x * r.x, exp2(-9.28 * dotNV)) * r.x + r.y; vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw; return specularColor * AB.x + AB.y; } void RE_Direct_Physical(const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) { float dotNL = saturate(dot(geometry.normal, directLight.direction)); vec3 irradiance = dotNL * directLight.color; irradiance *= PI; // punctual light reflectedLight.directSpecular += irradiance * BRDF_Specular_GGX(directLight, geometry, material.specularColor, material.specularRoughness); reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert(material.diffuseColor); } void RE_IndirectDiffuse_Physical(const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) { reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert(material.diffuseColor); } `