import Common; interface IBRDF { float3 evaluate(float3x3 tangentToWorld, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor); float3 evaluateAmbient(); float getAlpha(); float3 getTangentNormal(); }; struct Phong : IBRDF { float3 baseColor; float alpha; float3 specular; float3 normal; float3 ambient; float shininess; float3 emissive; __init() { baseColor = float3(0, 0, 0); alpha = 1; specular = float3(0, 0, 0); normal = float3(0, 0, 1); ambient = float3(0, 0, 0); shininess = 0; emissive = float3(0, 0, 0); } float3 evaluate(float3x3 tangentToWorld, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor) { float3 normal_WS = normalize(mul(tangentToWorld, normal)); float3 nDotL = dot(normal_WS, lightDir_WS); float3 r = 2 * (nDotL) * normal_WS - lightDir_WS; float rDotV = dot(r, viewDir_WS); return lightColor * (baseColor * max(nDotL, 0.0)) + specular * pow(max(rDotV, 0.0), max(shininess, 1)); } float3 evaluateAmbient() { return ambient; } float getAlpha() { return alpha; } float3 getTangentNormal() { return normal; } }; struct BlinnPhong : IBRDF { float3 baseColor; float alpha; float3 specularColor; float3 normal; float shininess; float3 ambient; float3 emissive; __init() { baseColor = float3(0, 0, 0); alpha = 1; specularColor = float3(0, 0, 0); normal = float3(0, 0, 1); shininess = 4; ambient = float3(0, 0, 0); emissive = float3(0, 0, 0); } float3 evaluate(float3x3 tangentToWorld, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor) { float3 normal_WS = normalize(mul(tangentToWorld, normal)); float diffuse = max(dot(normal_WS, lightDir_WS), 0); float3 h = normalize(lightDir_WS + viewDir_WS); float specular = pow(saturate(dot(normal_WS, h)), shininess); return (baseColor * diffuse * lightColor) + (specularColor * specular); } float3 evaluateAmbient() { return ambient; } float getAlpha() { return alpha; } float3 getTangentNormal() { return normal; } }; struct CelShading : IBRDF { float3 baseColor; float alpha; float3 normal; float3 emissive; __init() { baseColor = float3(0, 0, 0); alpha = 1; normal = float3(0, 0, 1); emissive = float3(0, 0, 0); } float3 evaluate(float3x3 tangentToWorld, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor) { float3 normal_WS = normalize(mul(tangentToWorld, normal)); float nDotL = dot(normal_WS, lightDir_WS); float diffuse = max(nDotL, 0); float3 darkenedBase = baseColor * 0.8; if(diffuse > 0.5) { return baseColor * lightColor; } else { return darkenedBase * lightColor; } } float3 evaluateAmbient() { return float3(0, 0, 0); } float getAlpha() { return alpha; } float3 getTangentNormal() { return normal; } }; // https://learnopengl.com/PBR/Theory struct CookTorrance : IBRDF { float3 baseColor; float alpha; float3 normal; float roughness; float metallic; float ambientOcclusion; float3 emissive; __init() { baseColor = float3(0, 0, 0); alpha = 1; normal = float3(0, 0, 1); roughness = 0; metallic = 0; ambientOcclusion = 1; emissive = float3(0, 0, 0); } float TrowbridgeReitzGGX(float3 normal, float3 halfway) { float a_sqr = roughness * roughness; float nDotH = max(dot(normal, halfway), 0.0); float nDotH_sqr = nDotH * nDotH; float denom = (nDotH_sqr * (a_sqr - 1.0) + 1.0); return a_sqr / (PI * denom * denom); } float SchlickGGX(float nDotV, float k) { return nDotV / (nDotV * (1.0 - k) + k); } float Smith(float3 normal, float3 view, float3 light) { float k = (roughness + 1); k = (k * k) / 8; float nDotV = max(dot(normal, view), 0.0); float nDotL = max(dot(normal, light), 0.0); float ggx1 = SchlickGGX(nDotV, k); float ggx2 = SchlickGGX(nDotL, k); return ggx1 * ggx2; } float3 FresnelSchlick(float cosTheta, float3 F0) { return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0); } float3 evaluate(float3x3 tangentToWorld, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor) { float3 n = normalize(mul(tangentToWorld, normal)); float3 h = normalize(lightDir_WS + viewDir_WS); float3 F0 = float3(0.04); F0 = lerp(F0, baseColor, metallic); float3 F = FresnelSchlick(max(dot(h, viewDir_WS), 0.0), F0); float NDF = TrowbridgeReitzGGX(n, h); float G = Smith(n, viewDir_WS, lightDir_WS); 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; float nDotL = max(dot(n, lightDir_WS), 0.0); float3 result = (k_d * baseColor / PI + specular) * nDotL * lightColor; return result * ambientOcclusion; } float3 evaluateAmbient() { return float3(0.03) * baseColor * ambientOcclusion; } float getAlpha() { return alpha; } float3 getTangentNormal() { return normal; } };