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- /**
- * Copyright (c) 2017-2019 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 © 2010-2019 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);
- }
- `
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