Adding prefiltered specular reflections

This commit is contained in:
2025-07-09 23:25:21 +02:00
parent 865ea5a1c8
commit 47b9b5c877
9 changed files with 329 additions and 142 deletions
+64
View File
@@ -192,4 +192,68 @@ float4 computePrefilteredCubemap(float3 localPos : LOCALPOS) : SV_Target
prefilteredColor = prefilteredColor / totalWeight;
return float4(prefilteredColor, 1.0);
}
// TODO: this is basically duplicate of Cook-Torrance BRDF
float GeometrySchlickGGX(float NdotV, float roughness)
{
float a = roughness;
float k = (a * a) / 2.0;
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return nom / denom;
}
// ----------------------------------------------------------------------------
float GeometrySmith(float3 N, float3 V, float3 L, float roughness)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
float2 integrateBRDF(float nDotV, float roughness) {
float3 V;
V.x = sqrt(1.0 - nDotV * nDotV);
V.y = 0.0f;
V.z = nDotV;
float A = 0.0;
float B = 0.0;
float3 N = float3(0.0, 0.0, 1.0);
const uint SAMPLE_COUNT = 1024u;
for (uint i = 0u; i < SAMPLE_COUNT; ++i)
{
float2 Xi = Hammersley(i, SAMPLE_COUNT);
float3 H = ImportanceSampleGGX(Xi, N, roughness);
float3 L = normalize(2.0 * dot(V, H) * H - V);
float nDotL = max(L.z, 0.0);
float nDotH = max(H.z, 0.0);
float vDotH = max(dot(V, H), 0.0);
if (nDotL > 0.0)
{
float G = GeometrySmith(N, V, L, roughness);
float G_Vis = (G * vDotH) / (nDotH * nDotV);
float Fc = pow(1.0 - vDotH, 5.0);
A += (1.0 - Fc) * G_Vis;
B += Fc * G_Vis;
}
}
A /= float(SAMPLE_COUNT);
B /= float(SAMPLE_COUNT);
return float2(A, B);
}
[shader("pixel")]
float2 precomputeBRDF(float2 texCoords) : SV_Target
{
return integrateBRDF(texCoords.x, texCoords.y);
}
+19 -7
View File
@@ -70,8 +70,8 @@ struct LightEnv
TextureCube irradianceMap;
SamplerState irradianceSampler;
TextureCube prefilteredMap;
SamplerState prefilteredSampler;
Texture2D brdfLUT;
SamplerState lutSampler;
};
layout(set=3)
ParameterBlock<LightEnv> pLightEnv;
@@ -314,15 +314,15 @@ struct CookTorrance : IBRDF
float G = Smith(n, viewDir_WS, lightDir_WS);
float3 F = FresnelSchlickRoughness(max(dot(h, viewDir_WS), 0.0), F0, roughness);
float3 num = NDF * G * F;
float denom = 4.0 * max(dot(n, viewDir_WS), 0.0) * max(dot(n, lightDir_WS), 0.0) + 0.000001;
float3 specular = num / denom;
float3 k_s = F;
float3 k_d = float3(1.0) - k_s;
k_d *= 1.0 - metallic;
float3 num = NDF * G * F;
float denom = 4.0 * max(dot(n, viewDir_WS), 0.0) * max(dot(n, lightDir_WS), 0.0) + 0.000001;
float3 specular = num / denom;
float nDotL = max(dot(n, lightDir_WS), 0.0);
float3 result = (k_d * baseColor / PI + specular) * nDotL * lightColor;
@@ -340,12 +340,24 @@ struct CookTorrance : IBRDF
{
float3 F0 = float3(0.04);
F0 = lerp(F0, baseColor, metallic);
float3 k_s = FresnelSchlickRoughness(max(dot(normal, viewDir_WS), 0.0), F0, roughness);
float3 F = FresnelSchlickRoughness(max(dot(normal, viewDir_WS), 0.0), F0, roughness);
float3 k_s = F;
float3 k_d = 1 - k_s;
k_d *= 1 - metallic;
float3 irradiance = pLightEnv.irradianceMap.SampleLevel(pLightEnv.irradianceSampler, normal, 4).rgb;
float3 diffuse = irradiance * baseColor;
return (k_d * diffuse) * ambientOcclusion;
float3 r = reflect(-viewDir_WS, normal);
const float MAX_REFLECTION_LOD = 4;
float3 prefilteredColor = pLightEnv.prefilteredMap.SampleLevel(pLightEnv.irradianceSampler, r, roughness * MAX_REFLECTION_LOD).xyz;
float2 envBRDF = pLightEnv.brdfLUT.Sample(pLightEnv.lutSampler, float2(max(dot(normal, viewDir_WS), 0), roughness)).rg;
float3 specular = prefilteredColor * (F * envBRDF.x + envBRDF.y);
return (k_d * diffuse + specular) * ambientOcclusion;
}
float getAlpha()
{