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- /**
- * Copyright (c) 2017-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
- *
- * @author Alexander Rose <alexander.rose@weirdbyte.de>
- *
- * adapted from three.js (https://github.com/mrdoob/three.js/)
- * which under the MIT License, Copyright © 2010-2021 three.js authors
- */
- export const light_frag_params = `
- uniform vec3 uLightDirection[dLightCount];
- uniform vec3 uLightColor[dLightCount];
- uniform vec3 uAmbientColor;
- uniform float uReflectivity;
- uniform float uMetalness;
- uniform float uRoughness;
- struct PhysicalMaterial {
- vec3 diffuseColor;
- float roughness;
- vec3 specularColor;
- float specularF90;
- };
- struct IncidentLight {
- vec3 color;
- vec3 direction;
- };
- struct ReflectedLight {
- vec3 directDiffuse;
- vec3 directSpecular;
- vec3 indirectDiffuse;
- vec3 indirectSpecular;
- };
- struct GeometricContext {
- vec3 position;
- vec3 normal;
- vec3 viewDir;
- };
- vec3 BRDF_Lambert(const in vec3 diffuseColor) {
- return RECIPROCAL_PI * diffuseColor;
- }
- vec3 F_Schlick(const in vec3 f0, const in float f90, const in float dotVH) {
- // Original approximation by Christophe Schlick '94
- // float fresnel = pow( 1.0 - dotVH, 5.0 );
- // Optimized variant (presented by Epic at SIGGRAPH '13)
- // https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
- float fresnel = exp2((-5.55473 * dotVH - 6.98316) * dotVH);
- return f0 * (1.0 - fresnel) + (f90 * fresnel);
- }
- // 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 V_GGX_SmithCorrelated(const in float alpha, const in float dotNL, const in float dotNV) {
- float a2 = pow2(alpha);
- 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);
- }
- // GGX Distribution, Schlick Fresnel, GGX_SmithCorrelated Visibility
- vec3 BRDF_GGX(const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float roughness) {
- float alpha = pow2(roughness); // UE4's roughness
- vec3 halfDir = normalize( lightDir + viewDir);
- float dotNL = saturate(dot(normal, lightDir));
- float dotNV = saturate(dot(normal, viewDir));
- float dotNH = saturate(dot(normal, halfDir));
- float dotVH = saturate(dot(viewDir, halfDir));
- vec3 F = F_Schlick(f0, f90, dotVH);
- float V = V_GGX_SmithCorrelated(alpha, dotNL, dotNV);
- float D = D_GGX(alpha, dotNH);
- return F * (V * D);
- }
- // Analytical approximation of the DFG LUT, one half of the
- // split-sum approximation used in indirect specular lighting.
- // via 'environmentBRDF' from "Physically Based Shading on Mobile"
- // https://www.unrealengine.com/blog/physically-based-shading-on-mobile
- vec2 DFGApprox(const in vec3 normal, const in vec3 viewDir, const in float roughness) {
- float dotNV = saturate(dot(normal, 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 fab = vec2(-1.04, 1.04) * a004 + r.zw;
- return fab;
- }
- // Fdez-Agüera's "Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting"
- // Approximates multiscattering in order to preserve energy.
- // http://www.jcgt.org/published/0008/01/03/
- void computeMultiscattering(const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter) {
- vec2 fab = DFGApprox(normal, viewDir, roughness);
- vec3 FssEss = specularColor * fab.x + specularF90 * fab.y;
- float Ess = fab.x + fab.y;
- float Ems = 1.0 - Ess;
- vec3 Favg = specularColor + (1.0 - specularColor) * 0.047619; // 1/21
- vec3 Fms = FssEss * Favg / (1.0 - Ems * Favg);
- singleScatter += FssEss;
- multiScatter += Fms * Ems;
- }
- 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;
- reflectedLight.directSpecular += irradiance * BRDF_GGX(directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness);
- reflectedLight.directDiffuse += irradiance * BRDF_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_Lambert(material.diffuseColor);
- }
- void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {
- // Both indirect specular and indirect diffuse light accumulate here
- vec3 singleScattering = vec3(0.0);
- vec3 multiScattering = vec3(0.0);
- vec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;
- computeMultiscattering(geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering);
- vec3 diffuse = material.diffuseColor * (1.0 - ( singleScattering + multiScattering));
- reflectedLight.indirectSpecular += radiance * singleScattering;
- reflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;
- reflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;
- }
- `;
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