Files
Seele/res/shaders/lib/BRDF.slang
T

147 lines
4.7 KiB
Plaintext

import Common;
interface IBRDF
{
float3 evaluate(float3 view, float3 light, float3 normal, float3 tangent, float3 biTangent, float3 lightColor);
};
struct BlinnPhong : IBRDF
{
float3 baseColor;
float metallic = 0;
float3 normal = float3(0, 1, 0);
float specular = 0.5;
float roughness = 0.5;
float sheen = 1.f;
float3 evaluate(float3 view, float3 light, float3 surfaceNormal, float3 tangent, float3 biTangent, float3 lightColor)
{
float nDotL = saturate(dot(normal, light));
float3 h = normalize(light + view);
float nDotH = saturate(dot(normal, h));
return baseColor * nDotL + lightColor * specular * pow(nDotH, sheen);
}
};
struct DisneyBRDF : IBRDF
{
float3 baseColor;
float metallic = 0;
float3 normal = float3(0, 1, 0);
float subsurface = 0;
float specular = 0.5;
float roughness = 0.5;
float specularTint = 0;
float anisotropic = 0;
float sheen = 0;
float sheenTint = 0.5f;
float clearCoat = 0;
float clearCoatGloss = 1;
float sqr(float x)
{
return x * x;
}
float SchlickFresnel(float u)
{
float m = clamp(1 - u, 0, 1);
float m2 = m * m;
return m2 * m2 * m; // pow(m,5)
}
float GTR1(float NdotH, float a)
{
if (a >= 1)
return 1 / PI;
float a2 = a * a;
float t = 1 + (a2 - 1) * NdotH * NdotH;
return (a2 - 1) / (PI * log(a2) * t);
}
float GTR2(float NdotH, float a)
{
float a2 = a * a;
float t = 1 + (a2 - 1) * NdotH * NdotH;
return a2 / (PI * t * t);
}
float GTR2_aniso(float NdotH, float HdotX, float HdotY, float ax, float ay)
{
return 1 / (PI * ax * ay * sqr(sqr(HdotX / ax) + sqr(HdotY / ay) + NdotH * NdotH));
}
float smithG_GGX(float NdotV, float alphaG)
{
float a = alphaG * alphaG;
float b = NdotV * NdotV;
return 1 / (NdotV + sqrt(a + b - a * b));
}
float smithG_GGX_aniso(float NdotV, float VdotX, float VdotY, float ax, float ay)
{
return 1 / (NdotV + sqrt(sqr(VdotX * ax) + sqr(VdotY * ay) + sqr(NdotV)));
}
float3 mon2lin(float3 x)
{
return float3(pow(x[0], 2.2), pow(x[1], 2.2), pow(x[2], 2.2));
}
float3 evaluate(float3 V, float3 L, float3 surfaceNormal, float3 X, float3 Y, float3 lightColor)
{
float3 N = normal;
float NdotL = dot(N, L);
float NdotV = dot(N, V);
if (NdotL < 0 || NdotV < 0)
return float3(0);
float3 H = normalize(L + V);
float NdotH = dot(N, H);
float LdotH = dot(L, H);
float3 Cdlin = mon2lin(baseColor);
float Cdlum = .3 * Cdlin[0] + .6 * Cdlin[1] + .1 * Cdlin[2]; // luminance approx.
float3 Ctint = Cdlum > 0 ? Cdlin / Cdlum : float3(1); // normalize lum. to isolate hue+sat
float3 Cspec0 = lerp(specular * .08 * lerp(float3(1), Ctint, specularTint), Cdlin, metallic);
float3 Csheen = lerp(float3(1), Ctint, sheenTint);
// Diffuse fresnel - go from 1 at normal incidence to .5 at grazing
// and mix in diffuse retro-reflection based on roughness
float FL = SchlickFresnel(NdotL), FV = SchlickFresnel(NdotV);
float Fd90 = 0.5 + 2 * LdotH * LdotH * roughness;
float Fd = lerp(1.0, Fd90, FL) * lerp(1.0, Fd90, FV);
// Based on Hanrahan-Krueger brdf approximation of isotropic bssrdf
// 1.25 scale is used to (roughly) preserve albedo
// Fss90 used to "flatten" retroreflection based on roughness
float Fss90 = LdotH * LdotH * roughness;
float Fss = lerp(1.0, Fss90, FL) * lerp(1.0, Fss90, FV);
float ss = 1.25 * (Fss * (1 / (NdotL + NdotV) - .5) + .5);
// specular
float aspect = sqrt(1 - anisotropic * .9);
float ax = max(.001, sqr(roughness) / aspect);
float ay = max(.001, sqr(roughness) * aspect);
float Ds = GTR2_aniso(NdotH, dot(H, X), dot(H, Y), ax, ay);
float FH = SchlickFresnel(LdotH);
float3 Fs = lerp(Cspec0, float3(1), FH);
float Gs;
Gs = smithG_GGX_aniso(NdotL, dot(L, X), dot(L, Y), ax, ay);
Gs *= smithG_GGX_aniso(NdotV, dot(V, X), dot(V, Y), ax, ay);
// sheen
float3 Fsheen = FH * sheen * Csheen;
// clearcoat (ior = 1.5 -> F0 = 0.04)
float Dr = GTR1(NdotH, lerp(.1, .001, clearCoatGloss));
float Fr = lerp(.04, 1.0, FH);
float Gr = smithG_GGX(NdotL, .25) * smithG_GGX(NdotV, .25);
return ((1 / PI) * lerp(Fd, ss, subsurface) * Cdlin + Fsheen)
* (1 - metallic)
+ Gs * Fs * Ds + .25 * clearCoat * Gr * Fr * Dr;
}
};