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- import { ShaderNode,
- add, addTo, sub, mul, div, saturate, dot, pow, pow2, exp2, normalize, max, sqrt, negate,
- cond, greaterThan, and,
- transformedNormalView, positionViewDirection,
- diffuseColor, specularColor, roughness,
- PI, RECIPROCAL_PI, EPSILON
- } from '../ShaderNode.js';
- export const F_Schlick = new ShaderNode( ( inputs ) => {
- const { f0, f90, dotVH } = inputs;
- // 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
- const fresnel = exp2( mul( sub( mul( - 5.55473, dotVH ), 6.98316 ), dotVH ) );
- return add( mul( f0, sub( 1.0, fresnel ) ), mul( f90, fresnel ) );
- } ); // validated
- export const BRDF_Lambert = new ShaderNode( ( inputs ) => {
- return mul( RECIPROCAL_PI, inputs.diffuseColor ); // punctual light
- } ); // validated
- export const getDistanceAttenuation = new ShaderNode( ( inputs ) => {
- const { lightDistance, cutoffDistance, decayExponent } = inputs;
- return cond(
- and( greaterThan( cutoffDistance, 0 ), greaterThan( decayExponent, 0 ) ),
- pow( saturate( add( div( negate( lightDistance ), cutoffDistance ), 1.0 ) ), decayExponent ),
- 1.0
- );
- } ); // validated
- //
- // STANDARD
- //
- // 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
- export const V_GGX_SmithCorrelated = new ShaderNode( ( inputs ) => {
- const { alpha, dotNL, dotNV } = inputs;
- const a2 = pow2( alpha );
- const gv = mul( dotNL, sqrt( add( a2, mul( sub( 1.0, a2 ), pow2( dotNV ) ) ) ) );
- const gl = mul( dotNV, sqrt( add( a2, mul( sub( 1.0, a2 ), pow2( dotNL ) ) ) ) );
- return div( 0.5, max( add( gv, gl ), EPSILON ) );
- } ); // validated
- // 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
- export const D_GGX = new ShaderNode( ( inputs ) => {
- const { alpha, dotNH } = inputs;
- const a2 = pow2( alpha );
- const denom = add( mul( pow2( dotNH ), sub( a2, 1.0 ) ), 1.0 ); // avoid alpha = 0 with dotNH = 1
- return mul( RECIPROCAL_PI, div( a2, pow2( denom ) ) );
- } ); // validated
- // GGX Distribution, Schlick Fresnel, GGX_SmithCorrelated Visibility
- export const BRDF_Specular_GGX = new ShaderNode( ( inputs ) => {
- const { lightDirection, f0, f90, roughness } = inputs;
- const alpha = pow2( roughness ); // UE4's roughness
- const halfDir = normalize( add( lightDirection, positionViewDirection ) );
- const dotNL = saturate( dot( transformedNormalView, lightDirection ) );
- const dotNV = saturate( dot( transformedNormalView, positionViewDirection ) );
- const dotNH = saturate( dot( transformedNormalView, halfDir ) );
- const dotVH = saturate( dot( positionViewDirection, halfDir ) );
- const F = F_Schlick( { f0, f90, dotVH } );
- const V = V_GGX_SmithCorrelated( { alpha, dotNL, dotNV } );
- const D = D_GGX( { alpha, dotNH } );
- return mul( F, mul( V, D ) );
- } ); // validated
- export const RE_Direct_Physical = new ShaderNode( ( inputs ) => {
- const { lightDirection, lightColor, directDiffuse, directSpecular } = inputs;
- const dotNL = saturate( dot( transformedNormalView, lightDirection ) );
- let irradiance = mul( dotNL, lightColor );
- irradiance = mul( irradiance, PI ); // punctual light
- addTo( directDiffuse, mul( irradiance, BRDF_Lambert( { diffuseColor } ) ) );
- addTo( directSpecular, mul( irradiance, BRDF_Specular_GGX( { lightDirection, f0: specularColor, f90: 1, roughness } ) ) );
- } );
- export const PhysicalLightingModel = new ShaderNode( ( inputs/*, builder*/ ) => {
- // PHYSICALLY_CORRECT_LIGHTS <-> builder.renderer.physicallyCorrectLights === true
- RE_Direct_Physical( inputs );
- } );
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