forked from LeenkxTeam/LNXSDK
Extend BRDF
This commit is contained in:
@ -21,6 +21,8 @@ in vec3 wnormal;
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+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
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| GBUF_IDX_EMISSION | _EmissionShaded || emission color (RGB) | unused |
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+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
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| GBUF_IDX_3 | _Anisotropy || world tangent (XYZ) | unused |
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+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
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The indices as well as the GBUF_SIZE define are defined in "compiled.inc".
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*/
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@ -54,4 +56,8 @@ void main() {
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#ifdef _SSRefraction
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fragColor[GBUF_IDX_REFRACTION] = vec4(ior, opacity, 0.0, 0.0);
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#endif
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#ifdef _Anisotropy
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fragColor[GBUF_IDX_3] = vec4(0.0, 0.0, 0.0, 0.0);
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#endif
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}
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@ -14,6 +14,7 @@
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#ifdef _SSRS
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#include "std/ssrs.glsl"
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#endif
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#include "std/brdf.glsl"
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uniform sampler2D gbufferD;
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uniform sampler2D gbuffer0;
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@ -22,6 +23,9 @@ uniform sampler2D gbuffer1;
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#ifdef _gbuffer2
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uniform sampler2D gbuffer2;
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#endif
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#ifdef _Anisotropy
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uniform sampler2D gbuffer3;
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#endif
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#ifdef _EmissionShaded
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uniform sampler2D gbufferEmission;
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#endif
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@ -254,6 +258,13 @@ void main() {
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float metallic;
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uint matid;
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unpackFloatInt16(g0.a, metallic, matid);
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#ifdef _ExtBRDF
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matid = min(matid, uint(MAX_MATERIALS - 1));
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//!uniform vec4 materialParams[MAX_MATERIALS * 8];
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vec4 matp0, matp1, matp2, matp3, matp4, matp5, matp6;
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getMaterialParams(matid, matp0, matp1, matp2, matp3, matp4, matp5, matp6);
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#endif
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vec2 occspec = unpackFloat2(g1.a);
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// re-investigate clamp basecolor to prevent extreme values causing glitches
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@ -283,6 +294,11 @@ void main() {
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vec4 g2 = textureLod(gbuffer2, texCoord, 0.0);
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#endif
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#ifdef _Anisotropy
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vec4 g3 = textureLod(gbuffer3, texCoord, 0.0);
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vec3 wTangent = length(g3.xyz) > 0.0 ? normalize(g3.xyz) : vec3(1.0, 0.0, 0.0);
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#endif
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#ifdef _MicroShadowing
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occspec.x = mix(1.0, occspec.x, dotNV); // AO Fresnel
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@ -406,8 +422,50 @@ void main() {
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float sdotVH = max(0.0, dot(v, sh));
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float sdotNL = max(0.0, dot(n, sunDir));
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vec3 svisibility = vec3(1.0);
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#ifdef _Anisotropy
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vec3 sdirect;
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if (abs(matp0.x) > 0.001) {
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vec3 sbitangent = normalize(cross(n, wTangent));
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sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
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anisotropicBRDF(f0, roughness, matp0.x, matp0.y,
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wTangent, sbitangent, n, sunDir, v, sdotNL, dotNV) * occspec.y;
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} else {
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sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
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specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
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}
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#else
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vec3 sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
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specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
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#endif
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float sunSheenWeight = 1.0;
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float sunCoatWeight = 1.0;
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#ifdef _Sheen
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vec3 sunSheen = sheenBRDF(matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x), sdotNL, sdotNH, dotNV);
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sunSheenWeight = sheenAttenuation(matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x), dotNV);
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#endif
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#ifdef _ClearCoat
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vec3 sunCoat = clearcoatBRDF(matp1.x, matp1.y, matp1.z, sdotNL, sdotNH, dotNV, sdotVH);
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sunCoatWeight = coatAttenuation(matp1.x, matp1.z, dotNV);
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#endif
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float sunLayerWeight = sunSheenWeight * sunCoatWeight;
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sdirect *= sunLayerWeight;
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#ifdef _Subsurface
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sdirect += subsurfaceBRDF(albedo, vec3(matp4.w, matp5.x, matp5.y), vec3(matp4.x, matp4.y, matp4.z), matp3.z, matp3.w, sdotNL) * sunLayerWeight;
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#endif
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#ifdef _Transmission
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sdirect += transmissionBRDF(albedo, matp2.z, matp2.w, matp3.x, matp3.y, sdotNL, dotNV, sdotVH) * sunLayerWeight;
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#endif
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#ifdef _ClearCoat
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sdirect *= coatTintAttenuation(matp1.x, vec3(matp1.w, matp2.x, matp2.y), dotNV);
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sdirect += sunCoat * sunSheenWeight;
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#endif
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#ifdef _Sheen
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sdirect += sunSheen;
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#endif
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#ifdef _ShadowMap
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#ifdef _CSM
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@ -555,6 +613,21 @@ void main() {
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#ifdef _SSRS
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, gbufferD, invVP, eye
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#endif
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#ifdef _ClearCoat
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, matp1.x, matp1.y, matp1.z, vec3(matp1.w, matp2.x, matp2.y)
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#endif
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#ifdef _Sheen
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, matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x)
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#endif
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#ifdef _Anisotropy
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, matp0.x, matp0.y, wTangent
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#endif
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#ifdef _Subsurface
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, matp3.z, vec3(matp4.w, matp5.x, matp5.y), vec3(matp4.x, matp4.y, matp4.z), matp3.w
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#endif
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#ifdef _Transmission
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, matp2.z, matp2.w, matp3.x, matp3.y
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#endif
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);
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#ifdef _Spot
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@ -618,6 +691,21 @@ void main() {
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#ifdef _SSRS
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, gbufferD, invVP, eye
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#endif
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#ifdef _ClearCoat
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, matp1.x, matp1.y, matp1.z, vec3(matp1.w, matp2.x, matp2.y)
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#endif
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#ifdef _Sheen
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, matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x)
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#endif
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#ifdef _Anisotropy
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, matp0.x, matp0.y, wTangent
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#endif
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#ifdef _Subsurface
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, matp3.z, vec3(matp4.w, matp5.x, matp5.y), vec3(matp4.x, matp4.y, matp4.z), matp3.w
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#endif
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#ifdef _Transmission
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, matp2.z, matp2.w, matp3.x, matp3.y
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#endif
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);
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}
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#endif // _Clusters
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@ -277,6 +277,11 @@
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"link": "_biasLightWorldViewProjectionMatrixSpot3",
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"ifndef": ["_ShadowMapAtlas"],
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"ifdef": ["_LTC", "_ShadowMap"]
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},
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{
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"name": "materialParams",
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"link": "_materialParams",
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"type": "floats"
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}
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],
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"vertex_shader": "../include/pass_viewray.vert.glsl",
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@ -3,6 +3,7 @@
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#include "compiled.inc"
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#include "std/gbuffer.glsl"
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#include "std/math.glsl"
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#include "std/brdf.glsl"
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#ifdef _Clusters
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#include "std/clusters.glsl"
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#endif
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@ -13,6 +14,9 @@
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uniform sampler2D gbufferD;
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uniform sampler2D gbuffer0;
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uniform sampler2D gbuffer1;
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#ifdef _Anisotropy
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uniform sampler2D gbuffer3;
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#endif
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uniform float envmapStrength;
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#ifdef _Irr
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@ -132,6 +136,13 @@ void main() {
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float metallic;
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uint matid;
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unpackFloatInt16(g0.a, metallic, matid);
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#ifdef _ExtBRDF
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matid = min(matid, uint(MAX_MATERIALS - 1));
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//!uniform vec4 materialParams[MAX_MATERIALS * 8];
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vec4 matp0, matp1, matp2, matp3, matp4, matp5, matp6;
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getMaterialParams(matid, matp0, matp1, matp2, matp3, matp4, matp5, matp6);
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#endif
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vec4 g1 = textureLod(gbuffer1, texCoord, 0.0); // Basecolor.rgb, spec/occ
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vec2 occspec = unpackFloat2(g1.a);
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@ -143,6 +154,11 @@ void main() {
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vec3 v = normalize(eye - p);
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float dotNV = max(dot(n, v), 0.0);
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#ifdef _Anisotropy
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vec4 g3 = textureLod(gbuffer3, texCoord, 0.0);
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vec3 wTangent = length(g3.xyz) > 0.0 ? normalize(g3.xyz) : vec3(1.0, 0.0, 0.0);
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#endif
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#ifdef _Brdf
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vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;
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#endif
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@ -189,8 +205,50 @@ void main() {
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float sdotVH = max(0.0, dot(v, sh));
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float sdotNL = max(0.0, dot(n, sunDir));
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float svisibility = 1.0;
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#ifdef _Anisotropy
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vec3 sdirect;
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if (abs(matp0.x) > 0.001) {
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vec3 sbitangent = normalize(cross(n, wTangent));
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sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
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anisotropicBRDF(f0, roughness, matp0.x, matp0.y,
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wTangent, sbitangent, n, sunDir, v, sdotNL, dotNV) * occspec.y;
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} else {
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sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
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specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
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}
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#else
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vec3 sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
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specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
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#endif
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float sunSheenWeight = 1.0;
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float sunCoatWeight = 1.0;
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#ifdef _Sheen
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vec3 sunSheen = sheenBRDF(matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x), sdotNL, sdotNH, dotNV);
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sunSheenWeight = sheenAttenuation(matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x), dotNV);
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#endif
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#ifdef _ClearCoat
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vec3 sunCoat = clearcoatBRDF(matp1.x, matp1.y, matp1.z, sdotNL, sdotNH, dotNV, sdotVH);
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sunCoatWeight = coatAttenuation(matp1.x, matp1.z, dotNV);
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#endif
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float sunLayerWeight = sunSheenWeight * sunCoatWeight;
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sdirect *= sunLayerWeight;
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#ifdef _Subsurface
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sdirect += subsurfaceBRDF(albedo, vec3(matp4.w, matp5.x, matp5.y), vec3(matp4.x, matp4.y, matp4.z), matp3.z, matp3.w, sdotNL) * sunLayerWeight;
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#endif
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#ifdef _Transmission
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sdirect += transmissionBRDF(albedo, matp2.z, matp2.w, matp3.x, matp3.y, sdotNL, dotNV, sdotVH) * sunLayerWeight;
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#endif
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#ifdef _ClearCoat
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sdirect *= coatTintAttenuation(matp1.x, vec3(matp1.w, matp2.x, matp2.y), dotNV);
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sdirect += sunCoat * sunSheenWeight;
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#endif
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#ifdef _Sheen
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sdirect += sunSheen;
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#endif
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#ifdef _ShadowMap
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#ifdef _CSM
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@ -235,6 +293,21 @@ void main() {
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#ifdef _Spot
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, true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight // TODO: Test!
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#endif
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#ifdef _ClearCoat
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, matp1.x, matp1.y, matp1.z, vec3(matp1.w, matp2.x, matp2.y)
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#endif
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#ifdef _Sheen
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, matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x)
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#endif
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#ifdef _Anisotropy
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, matp0.x, matp0.y, wTangent
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#endif
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#ifdef _Subsurface
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, matp3.z, vec3(matp4.w, matp5.x, matp5.y), vec3(matp4.x, matp4.y, matp4.z), matp3.w
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#endif
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#ifdef _Transmission
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, matp2.z, matp2.w, matp3.x, matp3.y
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#endif
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);
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#endif
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@ -277,6 +350,21 @@ void main() {
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, vec2(lightsArray[li * 3].w, lightsArray[li * 3 + 1].w) // scale
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, lightsArraySpot[li * 2 + 1].xyz // right
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#endif
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#ifdef _ClearCoat
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, matp1.x, matp1.y, matp1.z, vec3(matp1.w, matp2.x, matp2.y)
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#endif
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#ifdef _Sheen
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, matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x)
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#endif
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#ifdef _Anisotropy
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, matp0.x, matp0.y, wTangent
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#endif
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#ifdef _Subsurface
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, matp3.z, vec3(matp4.w, matp5.x, matp5.y), vec3(matp4.x, matp4.y, matp4.z), matp3.w
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#endif
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#ifdef _Transmission
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, matp2.z, matp2.w, matp3.x, matp3.y
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#endif
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);
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}
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#endif // _Clusters
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@ -214,6 +214,11 @@
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"link": "_biasLightWorldViewProjectionMatrixSpot3",
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"ifndef": ["_ShadowMapAtlas"],
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"ifdef": ["_LTC", "_ShadowMap"]
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},
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{
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"name": "materialParams",
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"link": "_materialParams",
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"type": "floats"
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}
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],
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"vertex_shader": "../include/pass_viewray.vert.glsl",
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@ -138,4 +138,137 @@ float D_Approx(const float Roughness, const float RoL) {
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return rcp_a2 * exp2( c * RoL - c );
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}
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#ifdef _ClearCoat
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vec3 clearcoatBRDF(const float clearcoat, const float clearcoat_rough,
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const float coat_ior,
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const float dotNL, const float dotNH, const float dotNV, const float dotVH) {
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if (clearcoat <= 0.0) return vec3(0.0);
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float a = clearcoat_rough * clearcoat_rough;
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// F0 from Fresnel equation for dielectric
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float ccF0 = (coat_ior - 1.0) / (coat_ior + 1.0);
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ccF0 = ccF0 * ccF0;
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float F = ccF0 + (1.0 - ccF0) * pow(1.0 - dotVH, 5.0);
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float D = d_ggx(dotNH, a);
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float G = g2_approx(dotNL, dotNV, a);
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return vec3(clearcoat * D * G * F / max(4.0 * dotNV, 1e-5));
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}
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float coatAttenuation(const float clearcoat,
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const float coat_ior, const float dotNV) {
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if (clearcoat <= 0.0) return 1.0;
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float ccF0 = (coat_ior - 1.0) / (coat_ior + 1.0);
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ccF0 = ccF0 * ccF0;
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// Schlick with pow(.,5) - cheaper than exp2
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float F = ccF0 + (1.0 - ccF0) * pow(1.0 - dotNV, 5.0);
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return max(1.0 - F * clearcoat, 0.0);
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}
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vec3 coatTintAttenuation(const float clearcoat, const vec3 coat_tint, const float dotNV) {
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if (clearcoat <= 0.0) return vec3(1.0);
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float absorption = 1.0 / max(dotNV, 0.3);
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return mix(vec3(1.0), coat_tint, clamp(absorption * 0.2, 0.0, 1.0));
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}
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#endif
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#ifdef _Sheen
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// based on Blender sheen model/Frostbite PBR
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vec3 sheenBRDF(const float sheen, const float sheen_rough,
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const vec3 sheen_tint, const float dotNL, const float dotNH, const float dotNV) {
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if (sheen <= 0.0) return vec3(0.0);
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float rough = clamp(sheen_rough, 1e-3, 1.0);
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float a = rough * rough;
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float sinNH2 = 1.0 - dotNH * dotNH;
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float a2 = a * a;
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float D = (2.0 + a2) * sinNH2 / (2.0 * 3.1415926535 * pow(1.0 + a2 * sinNH2, 2.0));
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float V = 1.0 / (4.0 * dotNL * dotNV + 1e-5);
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float sheenAlbedo = (1.0 - 0.5 * rough) * mix(1.0, dotNV, 0.5);
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return sheen_tint * sheen * D * V * dotNL * sheenAlbedo;
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}
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float sheenAttenuation(const float sheen, const float sheen_rough,
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const vec3 sheen_tint, const float dotNV) {
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if (sheen <= 0.0) return 1.0;
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float rough = clamp(sheen_rough, 1e-3, 1.0);
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float sheenAlbedo = (1.0 - 0.5 * rough) * mix(1.0, dotNV, 0.5);
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float maxComp = sheen * max(max(sheen_tint.r, sheen_tint.g), sheen_tint.b) * sheenAlbedo;
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return max(1.0 - maxComp, 0.0);
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}
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#endif
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#ifdef _Anisotropy
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// anisotropic GGX Burley 2012
|
||||
vec3 anisotropicBRDF(const vec3 f0, const float roughness, const float anisotropy,
|
||||
const float aniso_rot, const vec3 tangent, const vec3 bitangent,
|
||||
const vec3 n, const vec3 l, const vec3 v,
|
||||
const float dotNL, const float dotNV) {
|
||||
if (abs(anisotropy) <= 0.001) return vec3(0.0);
|
||||
float rot = aniso_rot * 3.1415926535 * 2.0;
|
||||
float cr = cos(rot);
|
||||
float sr = sin(rot);
|
||||
vec3 t = normalize(tangent * cr + bitangent * sr);
|
||||
vec3 b = normalize(bitangent * cr - tangent * sr);
|
||||
float aniso_abs = abs(anisotropy);
|
||||
float at = max(roughness * (1.0 + aniso_abs), 1e-5);
|
||||
float ab = max(roughness * (1.0 - aniso_abs), 1e-5);
|
||||
if (anisotropy < 0.0) { vec3 tmp = t; t = b; b = tmp; }
|
||||
float at2 = at * at;
|
||||
float ab2 = ab * ab;
|
||||
vec3 h = normalize(l + v);
|
||||
float dotTH = dot(t, h);
|
||||
float dotBH = dot(b, h);
|
||||
float dotTV = dot(t, v);
|
||||
float dotBV = dot(b, v);
|
||||
float dotTL = dot(t, l);
|
||||
float dotBL = dot(b, l);
|
||||
float denom = max(dotTH * dotTH / at2 + dotBH * dotBH / ab2, 1e-7);
|
||||
float D = 1.0 / (3.1415926535 * at * ab * denom * denom);
|
||||
float V = 1.0 / max(dotNL * (dotTL / at + dotBL / ab) * (dotTV / at + dotBV / ab), 1e-5);
|
||||
float dotVH = max(dot(v, h), 0.0);
|
||||
vec3 F = f_schlick(f0, dotVH);
|
||||
return D * V * F / max(4.0 * dotNV, 1e-5);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _Subsurface
|
||||
// Blenders bssrdf_burley implementation
|
||||
vec3 subsurfaceBRDF(const vec3 albedo, const vec3 sss_color,
|
||||
const vec3 sss_radius, const float subsurface, const float sss_anisotropy,
|
||||
const float dotNL) {
|
||||
if (subsurface <= 0.0) return vec3(0.0);
|
||||
vec3 mfp = sss_radius * (0.25 / 3.1415926535);
|
||||
vec3 A = clamp(albedo, 0.0, 1.0);
|
||||
vec3 d = 1.9 - A + 3.5 * (A - 0.8) * (A - 0.8);
|
||||
d = mfp / max(d, 1e-5);
|
||||
float aniso = clamp(sss_anisotropy, 0.0, 0.9);
|
||||
float scatter = subsurface * (1.0 / 3.1415926535);
|
||||
vec3 sssDiffuse = sss_color * scatter * dotNL;
|
||||
float backScatter = max(0.0, 1.0 - dotNL) * (1.0 - aniso) * 0.5;
|
||||
vec3 sssBack = sss_color * subsurface * backScatter;
|
||||
float dist = max(0.0, 1.0 - dotNL);
|
||||
vec3 rcp_d = 1.0 / max(d, vec3(1e-5));
|
||||
vec3 x = vec3(dist) * rcp_d;
|
||||
vec3 extinction = 1.0 / (1.0 + x + 0.5 * x * x);
|
||||
return sssDiffuse * extinction + sssBack * (vec3(1.0) - extinction);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _Transmission
|
||||
// Blenders microfacet glass/refraction model
|
||||
vec3 transmissionBRDF(const vec3 albedo, const float transmission,
|
||||
const float trans_rough, const float ior, const float thin_wall,
|
||||
const float dotNL, const float dotNV, const float dotVH) {
|
||||
if (transmission <= 0.0) return vec3(0.0);
|
||||
float F0 = (ior - 1.0) / (ior + 1.0);
|
||||
F0 = F0 * F0;
|
||||
float F = F0 + (1.0 - F0) * pow(1.0 - dotVH, 5.0);
|
||||
float transmittance = 1.0 - F;
|
||||
if (thin_wall > 0.5) {
|
||||
return albedo * transmission * transmittance * dotNL;
|
||||
}
|
||||
float a = trans_rough * trans_rough;
|
||||
float rough_atten = mix(1.0, 1.0 / max(dotNV, 0.1), a);
|
||||
return albedo * transmission * transmittance * rough_atten * dotNL;
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
@ -170,4 +170,19 @@ void unpackFloatInt16(float val, out float f, out uint i) {
|
||||
f = (bitsValue & ~(0xF << numBitFloat)) / maxValFloat;
|
||||
}
|
||||
|
||||
#ifdef _ExtBRDF
|
||||
// extended material parameters by material slot ID returns vec4s (28 floats) of extended BRDF parameters
|
||||
void getMaterialParams(uint matid, out vec4 p0, out vec4 p1, out vec4 p2, out vec4 p3,
|
||||
out vec4 p4, out vec4 p5, out vec4 p6) {
|
||||
uint base = matid * 8u;
|
||||
p0 = materialParams[base];
|
||||
p1 = materialParams[base + 1u];
|
||||
p2 = materialParams[base + 2u];
|
||||
p3 = materialParams[base + 3u];
|
||||
p4 = materialParams[base + 4u];
|
||||
p5 = materialParams[base + 5u];
|
||||
p6 = materialParams[base + 6u];
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
@ -131,6 +131,21 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
|
||||
#ifdef _SSRS
|
||||
, sampler2D gbufferD, mat4 invVP, vec3 eye
|
||||
#endif
|
||||
#ifdef _ClearCoat
|
||||
, float clearcoat, float clearcoatRough, float coatIOR, vec3 coatTint
|
||||
#endif
|
||||
#ifdef _Sheen
|
||||
, float sheen, float sheenRough, vec3 sheenTint
|
||||
#endif
|
||||
#ifdef _Anisotropy
|
||||
, float anisotropy, float anisoRot, vec3 tangent
|
||||
#endif
|
||||
#ifdef _Subsurface
|
||||
, float subsurface, vec3 sssColor, vec3 sssRadius, float sssAnisotropy
|
||||
#endif
|
||||
#ifdef _Transmission
|
||||
, float transmission, float transRough, float ior, float thinWall
|
||||
#endif
|
||||
) {
|
||||
vec3 ld = lp - p;
|
||||
vec3 l = normalize(ld);
|
||||
@ -153,9 +168,49 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
|
||||
float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
|
||||
vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
|
||||
#else
|
||||
#ifdef _Anisotropy
|
||||
vec3 direct;
|
||||
if (abs(anisotropy) > 0.001) {
|
||||
vec3 bitangent = normalize(cross(n, tangent));
|
||||
direct = lambertDiffuseBRDF(albedo, dotNL) +
|
||||
anisotropicBRDF(f0, rough, anisotropy, anisoRot,
|
||||
tangent, bitangent, n, l, v, dotNL, dotNV) * spec;
|
||||
} else {
|
||||
direct = lambertDiffuseBRDF(albedo, dotNL) +
|
||||
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
||||
}
|
||||
#else
|
||||
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
|
||||
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// before attenuate/shadow so everything is properly shadowed in one pass
|
||||
float sheenWeight = 1.0;
|
||||
float coatWeight = 1.0;
|
||||
#ifdef _Sheen
|
||||
vec3 sheenContrib = sheenBRDF(sheen, sheenRough, sheenTint, dotNL, dotNH, dotNV);
|
||||
sheenWeight = sheenAttenuation(sheen, sheenRough, sheenTint, dotNV);
|
||||
#endif
|
||||
#ifdef _ClearCoat
|
||||
vec3 coatContrib = clearcoatBRDF(clearcoat, clearcoatRough, coatIOR, dotNL, dotNH, dotNV, dotVH);
|
||||
coatWeight = coatAttenuation(clearcoat, coatIOR, dotNV);
|
||||
#endif
|
||||
float layerWeight = sheenWeight * coatWeight;
|
||||
direct *= layerWeight;
|
||||
#ifdef _Subsurface
|
||||
direct += subsurfaceBRDF(albedo, sssColor, sssRadius, subsurface, sssAnisotropy, dotNL) * layerWeight;
|
||||
#endif
|
||||
#ifdef _Transmission
|
||||
direct += transmissionBRDF(albedo, transmission, transRough, ior, thinWall, dotNL, dotNV, dotVH) * layerWeight;
|
||||
#endif
|
||||
#ifdef _ClearCoat
|
||||
direct *= coatTintAttenuation(clearcoat, coatTint, dotNV);
|
||||
direct += coatContrib * sheenWeight;
|
||||
#endif
|
||||
#ifdef _Sheen
|
||||
direct += sheenContrib;
|
||||
#endif
|
||||
|
||||
direct *= attenuate(distance(p, lp));
|
||||
direct *= min(lightCol, vec3(100.0));
|
||||
@ -418,6 +473,21 @@ vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dot
|
||||
#ifdef _Spot
|
||||
, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
|
||||
#endif
|
||||
#ifdef _ClearCoat
|
||||
, float clearcoat, float clearcoatRough, float coatIOR, vec3 coatTint
|
||||
#endif
|
||||
#ifdef _Sheen
|
||||
, float sheen, float sheenRough, vec3 sheenTint
|
||||
#endif
|
||||
#ifdef _Anisotropy
|
||||
, float anisotropy, float anisoRot, vec3 tangent
|
||||
#endif
|
||||
#ifdef _Subsurface
|
||||
, float subsurface, vec3 sssColor, vec3 sssRadius, float sssAnisotropy
|
||||
#endif
|
||||
#ifdef _Transmission
|
||||
, float transmission, float transRough, float ior, float thinWall
|
||||
#endif
|
||||
) {
|
||||
vec3 ld = lp - p;
|
||||
vec3 l = normalize(ld);
|
||||
@ -444,6 +514,32 @@ vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dot
|
||||
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
||||
#endif
|
||||
|
||||
float sheenWeight = 1.0;
|
||||
float coatWeight = 1.0;
|
||||
#ifdef _Sheen
|
||||
vec3 sheenContrib = sheenBRDF(sheen, sheenRough, sheenTint, dotNL, dotNH, dotNV);
|
||||
sheenWeight = sheenAttenuation(sheen, sheenRough, sheenTint, dotNV);
|
||||
#endif
|
||||
#ifdef _ClearCoat
|
||||
vec3 coatContrib = clearcoatBRDF(clearcoat, clearcoatRough, coatIOR, dotNL, dotNH, dotNV, dotVH);
|
||||
coatWeight = coatAttenuation(clearcoat, coatIOR, dotNV);
|
||||
#endif
|
||||
float layerWeight = sheenWeight * coatWeight;
|
||||
direct *= layerWeight;
|
||||
#ifdef _Subsurface
|
||||
direct += subsurfaceBRDF(albedo, sssColor, sssRadius, subsurface, sssAnisotropy, dotNL) * layerWeight;
|
||||
#endif
|
||||
#ifdef _Transmission
|
||||
direct += transmissionBRDF(albedo, transmission, transRough, ior, thinWall, dotNL, dotNV, dotVH) * layerWeight;
|
||||
#endif
|
||||
#ifdef _ClearCoat
|
||||
direct *= coatTintAttenuation(clearcoat, coatTint, dotNV);
|
||||
direct += coatContrib * sheenWeight;
|
||||
#endif
|
||||
#ifdef _Sheen
|
||||
direct += sheenContrib;
|
||||
#endif
|
||||
|
||||
direct *= attenuate(distance(p, lp));
|
||||
// CRITICAL: Clamp light color to prevent extreme HDR values causing white sphere artifacts
|
||||
direct *= min(lightCol, vec3(100.0));
|
||||
|
||||
@ -53,6 +53,21 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
|
||||
#ifdef _Spot
|
||||
, bool isSpot, float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
|
||||
#endif
|
||||
#ifdef _ClearCoat
|
||||
, float clearcoat, float clearcoatRough, float coatIOR, vec3 coatTint
|
||||
#endif
|
||||
#ifdef _Sheen
|
||||
, float sheen, float sheenRough, vec3 sheenTint
|
||||
#endif
|
||||
#ifdef _Anisotropy
|
||||
, float anisotropy, float anisoRot, vec3 tangent
|
||||
#endif
|
||||
#ifdef _Subsurface
|
||||
, float subsurface, vec3 sssColor, vec3 sssRadius, float sssAnisotropy
|
||||
#endif
|
||||
#ifdef _Transmission
|
||||
, float transmission, float transRough, float ior, float thinWall
|
||||
#endif
|
||||
) {
|
||||
vec3 ld = lp - p;
|
||||
vec3 l = normalize(ld);
|
||||
@ -61,8 +76,47 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
|
||||
float dotVH = max(0.0, dot(v, h));
|
||||
float dotNL = max(0.0, dot(n, l));
|
||||
|
||||
#ifdef _Anisotropy
|
||||
vec3 direct;
|
||||
if (abs(anisotropy) > 0.001) {
|
||||
vec3 bitangent = normalize(cross(n, tangent));
|
||||
direct = lambertDiffuseBRDF(albedo, dotNL) +
|
||||
anisotropicBRDF(f0, rough, anisotropy, anisoRot,
|
||||
tangent, bitangent, n, l, v, dotNL, dotNV) * spec;
|
||||
} else {
|
||||
direct = lambertDiffuseBRDF(albedo, dotNL) +
|
||||
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
||||
}
|
||||
#else
|
||||
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
|
||||
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
||||
#endif
|
||||
|
||||
float sheenWeight = 1.0;
|
||||
float coatWeight = 1.0;
|
||||
#ifdef _Sheen
|
||||
vec3 sheenContrib = sheenBRDF(sheen, sheenRough, sheenTint, dotNL, dotNH, dotNV);
|
||||
sheenWeight = sheenAttenuation(sheen, sheenRough, sheenTint, dotNV);
|
||||
#endif
|
||||
#ifdef _ClearCoat
|
||||
vec3 coatContrib = clearcoatBRDF(clearcoat, clearcoatRough, coatIOR, dotNL, dotNH, dotNV, dotVH);
|
||||
coatWeight = coatAttenuation(clearcoat, coatIOR, dotNV);
|
||||
#endif
|
||||
float layerWeight = sheenWeight * coatWeight;
|
||||
direct *= layerWeight;
|
||||
#ifdef _Subsurface
|
||||
direct += subsurfaceBRDF(albedo, sssColor, sssRadius, subsurface, sssAnisotropy, dotNL) * layerWeight;
|
||||
#endif
|
||||
#ifdef _Transmission
|
||||
direct += transmissionBRDF(albedo, transmission, transRough, ior, thinWall, dotNL, dotNV, dotVH) * layerWeight;
|
||||
#endif
|
||||
#ifdef _ClearCoat
|
||||
direct *= coatTintAttenuation(clearcoat, coatTint, dotNV);
|
||||
direct += coatContrib * sheenWeight;
|
||||
#endif
|
||||
#ifdef _Sheen
|
||||
direct += sheenContrib;
|
||||
#endif
|
||||
|
||||
direct *= lightCol;
|
||||
direct *= attenuate(distance(p, lp));
|
||||
|
||||
@ -71,6 +71,11 @@ class Scene {
|
||||
|
||||
public var embedded: Map<String, kha.Image>;
|
||||
|
||||
#if (rp_renderer == "Deferred")
|
||||
public var materialParamsBuffer: kha.arrays.Float32Array;
|
||||
public var materialParamsDirty: Bool = true;
|
||||
#end
|
||||
|
||||
public var ready: Bool; // Async in progress
|
||||
|
||||
public var traitInits: Array<Void->Void> = [];
|
||||
@ -107,6 +112,9 @@ class Scene {
|
||||
armatures = [];
|
||||
#end
|
||||
embedded = new Map();
|
||||
#if (rp_renderer == "Deferred")
|
||||
materialParamsBuffer = new kha.arrays.Float32Array(512);
|
||||
#end
|
||||
root = new Object();
|
||||
root.name = "Root";
|
||||
traitInits = [];
|
||||
@ -204,6 +212,77 @@ class Scene {
|
||||
root.remove();
|
||||
}
|
||||
|
||||
#if (rp_renderer == "Deferred")
|
||||
public function updateMaterialParams() {
|
||||
if (!materialParamsDirty) return;
|
||||
materialParamsDirty = false;
|
||||
var buf = materialParamsBuffer;
|
||||
for (i in 0...buf.length) buf[i] = 0.0;
|
||||
for (m in meshes) {
|
||||
if (m.materials == null) continue;
|
||||
for (mat in m.materials) {
|
||||
if (mat == null) continue;
|
||||
if (mat.contexts == null) continue;
|
||||
var slot = -1;
|
||||
var bc = null;
|
||||
for (ctx in mat.contexts) {
|
||||
if (ctx == null || ctx.raw == null) continue;
|
||||
if (ctx.raw.name == "mesh" && ctx.raw.bind_constants != null) {
|
||||
bc = ctx.raw.bind_constants;
|
||||
for (c in bc) {
|
||||
if (c != null && c.name == "materialID" && c.intValue != null) {
|
||||
slot = c.intValue;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (slot <= 0 || slot >= 16) continue;
|
||||
var base = slot * 32;
|
||||
if (base + 31 >= buf.length) continue;
|
||||
if (bc == null) continue;
|
||||
for (c in bc) {
|
||||
if (c == null || c.name == null) continue;
|
||||
switch (c.name) {
|
||||
// matp0: vec4(anisotropy, anisoRot, sheen, sheenRough)
|
||||
case "anisotropy": buf[base + 0] = c.floatValue;
|
||||
case "anisoRot": buf[base + 1] = c.floatValue;
|
||||
case "sheen": buf[base + 2] = c.floatValue;
|
||||
case "sheenRough": buf[base + 3] = c.floatValue;
|
||||
// matp1: vec4(clearcoat, clearcoatRough, coatIOR, coatTintR)
|
||||
case "clearcoat": buf[base + 4] = c.floatValue;
|
||||
case "clearcoatRough": buf[base + 5] = c.floatValue;
|
||||
case "coatIOR": buf[base + 6] = c.floatValue;
|
||||
case "coatTintR": buf[base + 7] = c.floatValue;
|
||||
// matp2: vec4(coatTintG, coatTintB, transmission, transRough)
|
||||
case "coatTintG": buf[base + 8] = c.floatValue;
|
||||
case "coatTintB": buf[base + 9] = c.floatValue;
|
||||
case "transmission": buf[base + 10] = c.floatValue;
|
||||
case "transmissionRough": buf[base + 11] = c.floatValue;
|
||||
// matp3: vec4(ior, thinWall, subsurface, subsurfaceAnisotropy)
|
||||
case "ior": buf[base + 12] = c.floatValue;
|
||||
case "thinWall": buf[base + 13] = c.floatValue;
|
||||
case "subsurface": buf[base + 14] = c.floatValue;
|
||||
case "subsurfaceAnisotropy": buf[base + 15] = c.floatValue;
|
||||
// matp4: vec4(subsurfaceRadiusR, subsurfaceRadiusG, subsurfaceRadiusB, subsurfaceColorR)
|
||||
case "subsurfaceRadiusR": buf[base + 16] = c.floatValue;
|
||||
case "subsurfaceRadiusG": buf[base + 17] = c.floatValue;
|
||||
case "subsurfaceRadiusB": buf[base + 18] = c.floatValue;
|
||||
case "subsurfaceColorR": buf[base + 19] = c.floatValue;
|
||||
// matp5: vec4(subsurfaceColorG, subsurfaceColorB, sheenTintR, sheenTintG)
|
||||
case "subsurfaceColorG": buf[base + 20] = c.floatValue;
|
||||
case "subsurfaceColorB": buf[base + 21] = c.floatValue;
|
||||
case "sheenTintR": buf[base + 22] = c.floatValue;
|
||||
case "sheenTintG": buf[base + 23] = c.floatValue;
|
||||
// matp6: vec4(sheenTintB, 0, 0, 0)
|
||||
case "sheenTintB": buf[base + 24] = c.floatValue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#end
|
||||
|
||||
static var framePassed = true;
|
||||
public static function setActive(sceneName: String, done: Object->Void = null) {
|
||||
if (!framePassed) return;
|
||||
@ -351,6 +430,9 @@ class Scene {
|
||||
public function addMeshObject(data: MeshData, materials: Vector<MaterialData>, parent: Object = null): MeshObject {
|
||||
var object = new MeshObject(data, materials);
|
||||
parent != null ? object.setParent(parent) : object.setParent(root);
|
||||
#if (rp_renderer == "Deferred")
|
||||
materialParamsDirty = true;
|
||||
#end
|
||||
return object;
|
||||
}
|
||||
|
||||
|
||||
@ -89,6 +89,9 @@ class MeshObject extends Object {
|
||||
#end
|
||||
if (tilesheet != null) tilesheet.remove();
|
||||
if (Scene.active != null) Scene.active.meshes.remove(this);
|
||||
#if (rp_renderer == "Deferred")
|
||||
if (Scene.active != null) Scene.active.materialParamsDirty = true;
|
||||
#end
|
||||
data.refcount--;
|
||||
super.remove();
|
||||
}
|
||||
|
||||
@ -887,6 +887,9 @@ class Uniforms {
|
||||
case "_envmapIrradiance": {
|
||||
fa = Scene.active.world == null ? WorldData.getEmptyIrradiance() : Scene.active.world.probe.irradiance;
|
||||
}
|
||||
case "_materialParams": {
|
||||
fa = Scene.active.materialParamsBuffer;
|
||||
}
|
||||
#if lnx_clusters
|
||||
case "_lightsArray": {
|
||||
fa = LightObject.lightsArray;
|
||||
|
||||
@ -26,7 +26,8 @@ class RenderPathDeferred {
|
||||
"gbuffer1",
|
||||
#if rp_gbuffer2 "gbuffer2", #end
|
||||
#if rp_gbuffer_emission "gbuffer_emission", #end
|
||||
#if (rp_ssrefr || lnx_voxelgi_refract) "gbuffer_refraction" #end
|
||||
#if (rp_ssrefr || lnx_voxelgi_refract) "gbuffer_refraction", #end
|
||||
#if lnx_anisotropy "gbuffer3" #end
|
||||
]);
|
||||
}
|
||||
|
||||
@ -173,6 +174,19 @@ class RenderPathDeferred {
|
||||
}
|
||||
#end
|
||||
|
||||
#if lnx_anisotropy
|
||||
{
|
||||
var t = new RenderTargetRaw();
|
||||
t.name = "gbuffer3";
|
||||
t.width = 0;
|
||||
t.height = 0;
|
||||
t.displayp = Inc.getDisplayp();
|
||||
t.format = "RGBA64";
|
||||
t.scale = Inc.getSuperSampling();
|
||||
path.createRenderTarget(t);
|
||||
}
|
||||
#end
|
||||
|
||||
#if rp_material_solid
|
||||
path.loadShader("shader_datas/deferred_light_solid/deferred_light");
|
||||
#elseif rp_material_mobile
|
||||
@ -566,6 +580,13 @@ class RenderPathDeferred {
|
||||
}
|
||||
#end
|
||||
|
||||
#if lnx_anisotropy
|
||||
{
|
||||
path.setTarget("gbuffer3");
|
||||
path.clearTarget(0x00000000);
|
||||
}
|
||||
#end
|
||||
|
||||
RenderPathCreator.setTargetMeshes();
|
||||
|
||||
#if rp_dynres
|
||||
@ -761,6 +782,10 @@ class RenderPathDeferred {
|
||||
}
|
||||
#end
|
||||
|
||||
#if lnx_anisotropy
|
||||
path.bindTarget("gbuffer3", "gbuffer3");
|
||||
#end
|
||||
|
||||
#if rp_ssao
|
||||
{
|
||||
if (leenkx.data.Config.raw.rp_ssao != false) {
|
||||
@ -826,8 +851,10 @@ class RenderPathDeferred {
|
||||
#if rp_material_solid
|
||||
path.drawShader("shader_datas/deferred_light_solid/deferred_light");
|
||||
#elseif rp_material_mobile
|
||||
Scene.active.updateMaterialParams();
|
||||
path.drawShader("shader_datas/deferred_light_mobile/deferred_light");
|
||||
#else
|
||||
Scene.active.updateMaterialParams();
|
||||
voxelao_pass ?
|
||||
path.drawShader("shader_datas/deferred_light/deferred_light_VoxelAOvar") :
|
||||
path.drawShader("shader_datas/deferred_light/deferred_light");
|
||||
|
||||
@ -2526,6 +2526,9 @@ class LeenkxExporter:
|
||||
decals_used = False
|
||||
sss_used = False
|
||||
|
||||
from lnx.material import mat_state
|
||||
mat_state.next_ext_mat_id = 3
|
||||
|
||||
for material in self.material_array:
|
||||
# If the material is unlinked, material becomes None
|
||||
if material is None:
|
||||
|
||||
@ -173,6 +173,9 @@ def add_world_defs():
|
||||
wrd.world_defs += '_Brdf'
|
||||
assets.add_khafile_def("lnx_brdf")
|
||||
|
||||
if '_Anisotropy' in wrd.world_defs:
|
||||
assets.add_khafile_def('lnx_anisotropy')
|
||||
|
||||
def build():
|
||||
rpdat = lnx.utils.get_rp()
|
||||
project_path = lnx.utils.get_fp()
|
||||
@ -510,4 +513,8 @@ def get_num_gbuffer_rts_deferred()-> int:
|
||||
found_refraction_flag = True
|
||||
else:
|
||||
num += 1
|
||||
|
||||
if '_Anisotropy' in wrd.world_defs:
|
||||
num += 1
|
||||
|
||||
return num
|
||||
|
||||
@ -188,6 +188,64 @@ def parse(nodes, con: ShaderContext,
|
||||
|
||||
# Make sure that individual functions in this module aren't called with an incorrect/old parser state, set it to
|
||||
# None so that it will raise exceptions when not set
|
||||
# store extended BRDF feature flags before destroying parser state
|
||||
import re as _re
|
||||
|
||||
def _extract_vec3(s):
|
||||
m = _re.match(r'vec3\s*\(\s*([^,\s\)]+)\s*\)', s)
|
||||
if m and ',' not in m.group(1):
|
||||
v = m.group(1)
|
||||
return v, v, v
|
||||
m = _re.match(r'vec3\s*\(\s*([^,\s]+)\s*,\s*([^,\s]+)\s*,\s*([^,\s\)]+)', s)
|
||||
if m:
|
||||
return m.group(1), m.group(2), m.group(3)
|
||||
return '1.0', '1.0', '1.0'
|
||||
|
||||
def _try_float(val_str, default=0.0):
|
||||
try:
|
||||
return float(val_str)
|
||||
except (ValueError, TypeError):
|
||||
return default
|
||||
|
||||
_sss_r, _sss_g, _sss_b = _extract_vec3(state.out_subsurface_radius)
|
||||
_sss_scale = state.out_subsurface_scale
|
||||
_sss_scale_f = _try_float(_sss_scale, 0.05)
|
||||
if _sss_scale_f != 1.0:
|
||||
_sss_r = str(_try_float(_sss_r, 1.0) * _sss_scale_f)
|
||||
_sss_g = str(_try_float(_sss_g, 0.2) * _sss_scale_f)
|
||||
_sss_b = str(_try_float(_sss_b, 0.1) * _sss_scale_f)
|
||||
|
||||
_sheen_tint_r, _sheen_tint_g, _sheen_tint_b = _extract_vec3(state.out_sheen_tint)
|
||||
_coat_tint_r, _coat_tint_g, _coat_tint_b = _extract_vec3(state.out_coat_tint)
|
||||
_sss_color_r, _sss_color_g, _sss_color_b = _extract_vec3(state.out_subsurface_color)
|
||||
|
||||
mat_state.features = {
|
||||
'clearcoat': state.out_clearcoat,
|
||||
'clearcoatRough': state.out_clearcoat_rough,
|
||||
'coatIOR': state.out_coat_ior,
|
||||
'coatTintR': _coat_tint_r,
|
||||
'coatTintG': _coat_tint_g,
|
||||
'coatTintB': _coat_tint_b,
|
||||
'sheen': state.out_sheen,
|
||||
'sheenRough': state.out_sheen_rough,
|
||||
'sheenTintR': _sheen_tint_r,
|
||||
'sheenTintG': _sheen_tint_g,
|
||||
'sheenTintB': _sheen_tint_b,
|
||||
'subsurface': state.out_subsurface,
|
||||
'subsurfaceAnisotropy': state.out_subsurface_anisotropy,
|
||||
'subsurfaceRadiusR': _sss_r,
|
||||
'subsurfaceRadiusG': _sss_g,
|
||||
'subsurfaceRadiusB': _sss_b,
|
||||
'subsurfaceColorR': _sss_color_r,
|
||||
'subsurfaceColorG': _sss_color_g,
|
||||
'subsurfaceColorB': _sss_color_b,
|
||||
'anisotropy': state.out_anisotropy,
|
||||
'anisoRot': state.out_aniso_rot,
|
||||
'transmission': state.out_transmission,
|
||||
'transmissionRough': state.out_transmission_rough,
|
||||
'ior': state.out_ior,
|
||||
'thinWall': state.out_thin_wall,
|
||||
}
|
||||
state = None
|
||||
|
||||
|
||||
@ -250,6 +308,10 @@ def parse_material_output(node: bpy.types.Node, custom_particle_node: bpy.types.
|
||||
curshader.write(f'transmissionRough = {outs[20]};')
|
||||
curshader.write(f'thinWall = {outs[21]};')
|
||||
curshader.write(f'tangent = {outs[22]};')
|
||||
curshader.write(f'subsurfaceScale = {outs[23]};')
|
||||
curshader.write(f'subsurfaceAnisotropy = {outs[24]};')
|
||||
curshader.write(f'coatIOR = {outs[25]};')
|
||||
curshader.write(f'coatTint = {outs[26]};')
|
||||
|
||||
if mat_state.emission_type == mat_state.EmissionType.SHADELESS:
|
||||
if '_EmissionShadeless' not in wrd.world_defs:
|
||||
|
||||
@ -55,6 +55,8 @@ else:
|
||||
TRANSMISSION_ROUGHNESS = 'Transmission Roughness'
|
||||
TANGENT = 'Tangent'
|
||||
THIN_WALL = 'Thin Wall'
|
||||
SUBSURFACE_SCALE = 'Subsurface Scale'
|
||||
SUBSURFACE_ANISOTROPY = 'Subsurface Anisotropy'
|
||||
|
||||
|
||||
def parse_mixshader(node: bpy.types.ShaderNodeMixShader, out_socket: NodeSocket, state: ParserState) -> None:
|
||||
@ -111,6 +113,10 @@ def parse_mixshader(node: bpy.types.ShaderNodeMixShader, out_socket: NodeSocket,
|
||||
state.out_transmission_rough = fm.format(o1[20], o2[20], fv[0], fv[1])
|
||||
state.out_thin_wall = fm.format(o1[21], o2[21], fv[0], fv[1])
|
||||
state.out_tangent = fm.format(o1[22], o2[22], fv[0], fv[1])
|
||||
state.out_subsurface_scale = fm.format(o1[23], o2[23], fv[0], fv[1])
|
||||
state.out_subsurface_anisotropy = fm.format(o1[24], o2[24], fv[0], fv[1])
|
||||
state.out_coat_ior = fm.format(o1[25], o2[25], fv[0], fv[1])
|
||||
state.out_coat_tint = fm.format(o1[26], o2[26], fv[0], fv[1])
|
||||
mat_state.emission_type = mat_state.EmissionType.get_effective_combination(ek1, ek2)
|
||||
if state.parse_opacity:
|
||||
fm = '{0} * {3} + {1} * {2}'
|
||||
@ -155,6 +161,10 @@ def parse_addshader(node: bpy.types.ShaderNodeAddShader, out_socket: NodeSocket,
|
||||
state.out_transmission_rough = am.format(o1[20], o2[20])
|
||||
state.out_thin_wall = am.format(o1[21], o2[21])
|
||||
state.out_tangent = am.format(o1[22], o2[22])
|
||||
state.out_subsurface_scale = am.format(o1[23], o2[23])
|
||||
state.out_subsurface_anisotropy = am.format(o1[24], o2[24])
|
||||
state.out_coat_ior = am.format(o1[25], o2[25])
|
||||
state.out_coat_tint = am.format(o1[26], o2[26])
|
||||
mat_state.emission_type = mat_state.EmissionType.get_effective_combination(ek1, ek2)
|
||||
if state.parse_opacity:
|
||||
am = '{0} * 0.5 + {1} * 0.5'
|
||||
@ -254,6 +264,14 @@ if bpy.app.version >= (4, 0, 0):
|
||||
if sss_radius_input is not None:
|
||||
state.out_subsurface_radius = c.parse_vector_input(sss_radius_input)
|
||||
|
||||
sss_scale_input = node.inputs.get(SUBSURFACE_SCALE)
|
||||
if sss_scale_input is not None:
|
||||
state.out_subsurface_scale = c.parse_value_input(sss_scale_input)
|
||||
|
||||
sss_aniso_input = node.inputs.get(SUBSURFACE_ANISOTROPY)
|
||||
if sss_aniso_input is not None:
|
||||
state.out_subsurface_anisotropy = c.parse_value_input(sss_aniso_input)
|
||||
|
||||
sss_color_input = node.inputs.get(SUBSURFACE_COLOR)
|
||||
if sss_color_input is not None:
|
||||
state.out_subsurface_color = c.parse_vector_input(sss_color_input)
|
||||
@ -307,6 +325,12 @@ if bpy.app.version >= (4, 0, 0):
|
||||
coat_rough_socket = node.inputs.get(CLEARCOAT_ROUGHNESS)
|
||||
if coat_rough_socket is not None:
|
||||
state.out_clearcoat_rough = c.parse_value_input(coat_rough_socket)
|
||||
coat_ior_socket = node.inputs.get(COAT_IOR)
|
||||
if coat_ior_socket is not None:
|
||||
state.out_coat_ior = c.parse_value_input(coat_ior_socket)
|
||||
coat_tint_socket = node.inputs.get(COAT_TINT)
|
||||
if coat_tint_socket is not None:
|
||||
state.out_coat_tint = c.parse_vector_input(coat_tint_socket)
|
||||
|
||||
trans_socket = node.inputs.get(TRANSMISSION)
|
||||
if trans_socket is not None:
|
||||
|
||||
@ -40,6 +40,8 @@ def parse(material: Material, mat_data, mat_users: Dict[Material, List[Object]],
|
||||
wrd = bpy.data.worlds['Lnx']
|
||||
rpdat = lnx.utils.get_rp()
|
||||
|
||||
mat_state.features = {}
|
||||
|
||||
# Texture caching for material batching
|
||||
batch_cached_textures = []
|
||||
|
||||
@ -120,6 +122,76 @@ def parse(material: Material, mat_data, mat_users: Dict[Material, List[Object]],
|
||||
const['intValue'] = 0
|
||||
c['bind_constants'].append(const)
|
||||
|
||||
# extended BRDF parameters as bind_constants
|
||||
if rpdat.rp_renderer == 'Deferred':
|
||||
feats = mat_state.features
|
||||
|
||||
def try_float(val_str, default=1.0):
|
||||
try:
|
||||
return float(val_str)
|
||||
except (ValueError, TypeError):
|
||||
return default
|
||||
|
||||
has_ext_brdf = False
|
||||
if feats.get('clearcoat', '0.0') not in ('0.0', '0', ''):
|
||||
c['bind_constants'].append({'name': 'clearcoat', 'floatValue': try_float(feats.get('clearcoat', '1.0'))})
|
||||
c['bind_constants'].append({'name': 'clearcoatRough', 'floatValue': try_float(feats.get('clearcoatRough', '0.03'), 0.03)})
|
||||
c['bind_constants'].append({'name': 'coatIOR', 'floatValue': try_float(feats.get('coatIOR', '1.5'), 1.5)})
|
||||
c['bind_constants'].append({'name': 'coatTintR', 'floatValue': try_float(feats.get('coatTintR', '1.0'), 1.0)})
|
||||
c['bind_constants'].append({'name': 'coatTintG', 'floatValue': try_float(feats.get('coatTintG', '1.0'), 1.0)})
|
||||
c['bind_constants'].append({'name': 'coatTintB', 'floatValue': try_float(feats.get('coatTintB', '1.0'), 1.0)})
|
||||
if '_ClearCoat' not in wrd.world_defs:
|
||||
wrd.world_defs += '_ClearCoat'
|
||||
has_ext_brdf = True
|
||||
if feats.get('sheen', '0.0') not in ('0.0', '0', ''):
|
||||
c['bind_constants'].append({'name': 'sheen', 'floatValue': try_float(feats.get('sheen', '1.0'))})
|
||||
c['bind_constants'].append({'name': 'sheenRough', 'floatValue': try_float(feats.get('sheenRough', '0.5'), 0.5)})
|
||||
c['bind_constants'].append({'name': 'sheenTintR', 'floatValue': try_float(feats.get('sheenTintR', '1.0'), 1.0)})
|
||||
c['bind_constants'].append({'name': 'sheenTintG', 'floatValue': try_float(feats.get('sheenTintG', '1.0'), 1.0)})
|
||||
c['bind_constants'].append({'name': 'sheenTintB', 'floatValue': try_float(feats.get('sheenTintB', '1.0'), 1.0)})
|
||||
if '_Sheen' not in wrd.world_defs:
|
||||
wrd.world_defs += '_Sheen'
|
||||
has_ext_brdf = True
|
||||
if feats.get('subsurface', '0.0') not in ('0.0', '0', '') and rpdat.rp_sss_state != 'Off' and not mat_uses_sss:
|
||||
c['bind_constants'].append({'name': 'subsurface', 'floatValue': try_float(feats.get('subsurface', '1.0'))})
|
||||
c['bind_constants'].append({'name': 'subsurfaceAnisotropy', 'floatValue': try_float(feats.get('subsurfaceAnisotropy', '0.0'), 0.0)})
|
||||
c['bind_constants'].append({'name': 'subsurfaceRadiusR', 'floatValue': try_float(feats.get('subsurfaceRadiusR', '1.0'), 1.0)})
|
||||
c['bind_constants'].append({'name': 'subsurfaceRadiusG', 'floatValue': try_float(feats.get('subsurfaceRadiusG', '0.2'), 0.2)})
|
||||
c['bind_constants'].append({'name': 'subsurfaceRadiusB', 'floatValue': try_float(feats.get('subsurfaceRadiusB', '0.1'), 0.1)})
|
||||
c['bind_constants'].append({'name': 'subsurfaceColorR', 'floatValue': try_float(feats.get('subsurfaceColorR', '0.8'), 0.8)})
|
||||
c['bind_constants'].append({'name': 'subsurfaceColorG', 'floatValue': try_float(feats.get('subsurfaceColorG', '0.8'), 0.8)})
|
||||
c['bind_constants'].append({'name': 'subsurfaceColorB', 'floatValue': try_float(feats.get('subsurfaceColorB', '0.8'), 0.8)})
|
||||
if '_Subsurface' not in wrd.world_defs:
|
||||
wrd.world_defs += '_Subsurface'
|
||||
has_ext_brdf = True
|
||||
if feats.get('anisotropy', '0.0') not in ('0.0', '0', ''):
|
||||
c['bind_constants'].append({'name': 'anisotropy', 'floatValue': try_float(feats.get('anisotropy', '1.0'))})
|
||||
c['bind_constants'].append({'name': 'anisoRot', 'floatValue': try_float(feats.get('anisoRot', '0.0'), 0.0)})
|
||||
if '_Anisotropy' not in wrd.world_defs:
|
||||
wrd.world_defs += '_Anisotropy'
|
||||
has_ext_brdf = True
|
||||
if feats.get('transmission', '0.0') not in ('0.0', '0', ''):
|
||||
c['bind_constants'].append({'name': 'transmission', 'floatValue': try_float(feats.get('transmission', '1.0'))})
|
||||
c['bind_constants'].append({'name': 'transmissionRough', 'floatValue': try_float(feats.get('transmissionRough', '0.0'), 0.0)})
|
||||
c['bind_constants'].append({'name': 'ior', 'floatValue': try_float(feats.get('ior', '1.45'), 1.45)})
|
||||
c['bind_constants'].append({'name': 'thinWall', 'floatValue': try_float(feats.get('thinWall', '0.0'), 0.0)})
|
||||
if '_Transmission' not in wrd.world_defs:
|
||||
wrd.world_defs += '_Transmission'
|
||||
has_ext_brdf = True
|
||||
|
||||
if has_ext_brdf and '_ExtBRDF' not in wrd.world_defs:
|
||||
wrd.world_defs += '_ExtBRDF'
|
||||
|
||||
# assign materialID for extended BRDF if not already set
|
||||
# coexist with Scene.hx for last materialID in bind_constants
|
||||
if has_ext_brdf and material.lnx_material_id == 0:
|
||||
if mat_state.next_ext_mat_id <= 15:
|
||||
ext_id = mat_state.next_ext_mat_id
|
||||
mat_state.next_ext_mat_id += 1
|
||||
c['bind_constants'].append({'name': 'materialID', 'intValue': ext_id})
|
||||
else:
|
||||
log.warn(f'material "{material.name}": extended BRDF material limit (15) exceeded, extended BRDF will be disabled for this material')
|
||||
|
||||
# TODO: Mesh only material batching
|
||||
if wrd.lnx_batch_materials:
|
||||
# Set textures uniforms
|
||||
|
||||
@ -111,6 +111,16 @@ def write(vert: shader.Shader, frag: shader.Shader):
|
||||
frag.add_uniform('mat4 invVP', '_inverseViewProjectionMatrix')
|
||||
frag.add_uniform('vec3 eye', '_cameraPosition')
|
||||
frag.write(', gbufferD, invVP, eye')
|
||||
if '_ClearCoat' in wrd.world_defs:
|
||||
frag.write(', clearcoat, clearcoatRough, coatIOR, coatTint')
|
||||
if '_Sheen' in wrd.world_defs:
|
||||
frag.write(', sheen, sheenRough, sheenTint')
|
||||
if '_Anisotropy' in wrd.world_defs:
|
||||
frag.write(', anisotropy, anisoRot, tangent')
|
||||
if '_Subsurface' in wrd.world_defs:
|
||||
frag.write(', subsurface, subsurfaceColor, subsurfaceRadius, subsurfaceAnisotropy')
|
||||
if '_Transmission' in wrd.world_defs:
|
||||
frag.write(', transmission, transmissionRough, ior, thinWall')
|
||||
frag.write(');')
|
||||
|
||||
frag.write('}') # for numLights
|
||||
|
||||
@ -74,6 +74,8 @@ def make(context_id, rpasses):
|
||||
con['color_attachments'] = [attachment_format, attachment_format]
|
||||
if '_gbuffer2' in wrd.world_defs:
|
||||
con['color_attachments'].append(attachment_format)
|
||||
if '_Anisotropy' in wrd.world_defs:
|
||||
con['color_attachments'].append('RGBA64')
|
||||
|
||||
con_mesh = mat_state.data.add_context(con)
|
||||
mat_state.con_mesh = con_mesh
|
||||
@ -252,7 +254,9 @@ def make_deferred(con_mesh, rpasses):
|
||||
frag.write('n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy);')
|
||||
|
||||
is_shadeless = mat_state.emission_type == mat_state.EmissionType.SHADELESS
|
||||
if is_shadeless or '_SSS' in wrd.world_defs or '_Hair' in wrd.world_defs:
|
||||
ext_brdf_defs = ('_ClearCoat', '_Sheen', '_Anisotropy', '_Subsurface', '_Transmission')
|
||||
has_ext_brdf = any(d in wrd.world_defs for d in ext_brdf_defs)
|
||||
if is_shadeless or '_SSS' in wrd.world_defs or '_Hair' in wrd.world_defs or has_ext_brdf:
|
||||
frag.write('uint matid = 0;')
|
||||
if is_shadeless:
|
||||
frag.write('matid = 1;')
|
||||
@ -260,6 +264,9 @@ def make_deferred(con_mesh, rpasses):
|
||||
if '_SSS' in wrd.world_defs or '_Hair' in wrd.world_defs:
|
||||
frag.add_uniform('int materialID')
|
||||
frag.write('if (materialID == 2) matid = 2;')
|
||||
if has_ext_brdf:
|
||||
frag.add_uniform('int materialID')
|
||||
frag.write('if (materialID >= 3) matid = uint(materialID);')
|
||||
else:
|
||||
frag.write('const uint matid = 0;')
|
||||
|
||||
@ -285,6 +292,14 @@ def make_deferred(con_mesh, rpasses):
|
||||
if '_SSRefraction' in wrd.world_defs or '_VoxelRefract' in wrd.world_defs:
|
||||
frag.write('fragColor[GBUF_IDX_REFRACTION] = vec4(1.0, 0.0, 0.0, 1.0);')
|
||||
|
||||
if '_Anisotropy' in wrd.world_defs:
|
||||
frag.write('#ifdef _Anisotropy')
|
||||
if con_mesh.is_elem('tang'):
|
||||
frag.write('fragColor[GBUF_IDX_3] = vec4(normalize(TBN[0]), 0.0);')
|
||||
else:
|
||||
frag.write('fragColor[GBUF_IDX_3] = vec4(0.0, 0.0, 0.0, 0.0);')
|
||||
frag.write('#endif')
|
||||
|
||||
return con_mesh
|
||||
|
||||
|
||||
@ -830,6 +845,16 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False):
|
||||
frag.add_uniform('mat4 invVP', '_inverseViewProjectionMatrix')
|
||||
frag.add_uniform('vec3 eye', '_cameraPosition')
|
||||
frag.write(', gbufferD, invVP, eye')
|
||||
if '_ClearCoat' in wrd.world_defs:
|
||||
frag.write(', clearcoat, clearcoatRough, coatIOR, coatTint')
|
||||
if '_Sheen' in wrd.world_defs:
|
||||
frag.write(', sheen, sheenRough, sheenTint')
|
||||
if '_Anisotropy' in wrd.world_defs:
|
||||
frag.write(', anisotropy, anisoRot, tangent')
|
||||
if '_Subsurface' in wrd.world_defs:
|
||||
frag.write(', subsurface, subsurfaceColor, subsurfaceRadius, subsurfaceAnisotropy')
|
||||
if '_Transmission' in wrd.world_defs:
|
||||
frag.write(', transmission, transmissionRough, ior, thinWall')
|
||||
frag.write(');')
|
||||
|
||||
if '_Clusters' in wrd.world_defs:
|
||||
@ -872,6 +897,10 @@ def _write_material_attribs_default(frag: shader.Shader, parse_opacity: bool):
|
||||
frag.write('float transmissionRough = 0.0;')
|
||||
frag.write('float thinWall = 0.0;')
|
||||
frag.write('vec3 tangent = vec3(0.0);')
|
||||
frag.write('float subsurfaceScale = 0.05;')
|
||||
frag.write('float subsurfaceAnisotropy = 0.0;')
|
||||
frag.write('float coatIOR = 1.5;')
|
||||
frag.write('vec3 coatTint = vec3(1.0);')
|
||||
if parse_opacity:
|
||||
frag.write('float opacity;')
|
||||
frag.write('float ior = 1.45;')
|
||||
|
||||
@ -81,6 +81,25 @@ def make_gi(context_id):
|
||||
frag.write('float occlusion;') #
|
||||
frag.write('float specular;') #
|
||||
frag.write('vec3 emissionCol = vec3(0.0);')
|
||||
frag.write('vec3 specularTint = vec3(1.0);')
|
||||
frag.write('float subsurface = 0.0;')
|
||||
frag.write('vec3 subsurfaceRadius = vec3(0.0);')
|
||||
frag.write('vec3 subsurfaceColor = vec3(0.8);')
|
||||
frag.write('float anisotropy = 0.0;')
|
||||
frag.write('float anisoRot = 0.0;')
|
||||
frag.write('float sheen = 0.0;')
|
||||
frag.write('float sheenRough = 0.5;')
|
||||
frag.write('vec3 sheenTint = vec3(1.0);')
|
||||
frag.write('float clearcoat = 0.0;')
|
||||
frag.write('float clearcoatRough = 0.03;')
|
||||
frag.write('float transmission = 0.0;')
|
||||
frag.write('float transmissionRough = 0.0;')
|
||||
frag.write('float thinWall = 0.0;')
|
||||
frag.write('vec3 tangent = vec3(0.0);')
|
||||
frag.write('float subsurfaceScale = 0.05;')
|
||||
frag.write('float subsurfaceAnisotropy = 0.0;')
|
||||
frag.write('float coatIOR = 1.5;')
|
||||
frag.write('vec3 coatTint = vec3(1.0);')
|
||||
blend = mat_state.material.lnx_blending
|
||||
parse_opacity = blend or mat_utils.is_transluc(mat_state.material)
|
||||
if parse_opacity:
|
||||
@ -377,6 +396,16 @@ def make_gi(context_id):
|
||||
frag.write(', opacity != 1.0')
|
||||
if '_Spot' in wrd.world_defs:
|
||||
frag.write(', true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight')
|
||||
if '_ClearCoat' in wrd.world_defs:
|
||||
frag.write(', clearcoat, clearcoatRough, coatIOR, coatTint')
|
||||
if '_Sheen' in wrd.world_defs:
|
||||
frag.write(', sheen, sheenRough, sheenTint')
|
||||
if '_Anisotropy' in wrd.world_defs:
|
||||
frag.write(', anisotropy, anisoRot, tangent')
|
||||
if '_Subsurface' in wrd.world_defs:
|
||||
frag.write(', subsurface, subsurfaceColor, subsurfaceRadius, subsurfaceAnisotropy')
|
||||
if '_Transmission' in wrd.world_defs:
|
||||
frag.write(', transmission, transmissionRough, ior, thinWall')
|
||||
frag.write(');')
|
||||
|
||||
if '_Clusters' in wrd.world_defs:
|
||||
@ -458,6 +487,16 @@ def make_gi(context_id):
|
||||
frag.write('\t, lightsArraySpot[li * 2].xyz') # spotDir
|
||||
frag.write('\t, vec2(lightsArray[li * 3].w, lightsArray[li * 3 + 1].w)') # scale
|
||||
frag.write('\t, lightsArraySpot[li * 2 + 1].xyz') # right
|
||||
if '_ClearCoat' in wrd.world_defs:
|
||||
frag.write('\t, clearcoat, clearcoatRough, coatIOR, coatTint')
|
||||
if '_Sheen' in wrd.world_defs:
|
||||
frag.write('\t, sheen, sheenRough, sheenTint')
|
||||
if '_Anisotropy' in wrd.world_defs:
|
||||
frag.write('\t, anisotropy, anisoRot, tangent')
|
||||
if '_Subsurface' in wrd.world_defs:
|
||||
frag.write('\t, subsurface, subsurfaceColor, subsurfaceRadius, subsurfaceAnisotropy')
|
||||
if '_Transmission' in wrd.world_defs:
|
||||
frag.write('\t, transmission, transmissionRough, ior, thinWall')
|
||||
frag.write(' );')
|
||||
frag.write('}')
|
||||
|
||||
|
||||
@ -39,3 +39,5 @@ con_mesh = None # Mesh context
|
||||
uses_instancing = False # Whether the current material has at least one user with instancing enabled
|
||||
emission_type = EmissionType.NO_EMISSION
|
||||
needs_sss = False
|
||||
features = {} # tracks extended BRDF features used by current material
|
||||
next_ext_mat_id = 3 # auto assigned materialID for extended BRDF
|
||||
|
||||
@ -114,6 +114,10 @@ class ParserState:
|
||||
self.out_transmission_rough: floatstr = '0.0'
|
||||
self.out_thin_wall: floatstr = '0.0'
|
||||
self.out_tangent: vec3str = 'vec3(0.0)'
|
||||
self.out_subsurface_scale: floatstr = '0.05'
|
||||
self.out_subsurface_anisotropy: floatstr = '0.0'
|
||||
self.out_coat_ior: floatstr = '1.5'
|
||||
self.out_coat_tint: vec3str = 'vec3(1.0)'
|
||||
|
||||
def reset_outs(self):
|
||||
"""Reset the shader output values to their default values."""
|
||||
@ -140,6 +144,10 @@ class ParserState:
|
||||
self.out_transmission_rough = '0.0'
|
||||
self.out_thin_wall = '0.0'
|
||||
self.out_tangent = 'vec3(0.0)'
|
||||
self.out_subsurface_scale = '0.05'
|
||||
self.out_subsurface_anisotropy = '0.0'
|
||||
self.out_coat_ior = '1.5'
|
||||
self.out_coat_tint = 'vec3(1.0)'
|
||||
|
||||
def get_outs(self) -> Tuple:
|
||||
"""Return the shader output values as a tuple."""
|
||||
@ -152,7 +160,9 @@ class ParserState:
|
||||
self.out_sheen, self.out_sheen_rough, self.out_sheen_tint,
|
||||
self.out_clearcoat, self.out_clearcoat_rough,
|
||||
self.out_transmission, self.out_transmission_rough,
|
||||
self.out_thin_wall, self.out_tangent)
|
||||
self.out_thin_wall, self.out_tangent,
|
||||
self.out_subsurface_scale, self.out_subsurface_anisotropy,
|
||||
self.out_coat_ior, self.out_coat_tint)
|
||||
|
||||
|
||||
def get_parser_pass_suffix(self) -> str:
|
||||
|
||||
@ -835,6 +835,18 @@ def write_compiledglsl(defs, make_variants):
|
||||
if '_SSRefraction' in wrd.world_defs or '_VoxelRefract' in wrd.world_defs:
|
||||
f.write(f'#define GBUF_IDX_REFRACTION {idx_refraction}\n')
|
||||
|
||||
idx_anisotropy = idx_refraction
|
||||
if '_Anisotropy' in wrd.world_defs:
|
||||
f.write(f'#define GBUF_IDX_3 {idx_anisotropy}\n')
|
||||
|
||||
ext_brdf_defs = ('_ClearCoat', '_Sheen', '_Anisotropy', '_Subsurface', '_Transmission')
|
||||
if any(d in wrd.world_defs for d in ext_brdf_defs):
|
||||
f.write('#ifndef _ExtBRDF\n')
|
||||
f.write('#define _ExtBRDF\n')
|
||||
f.write('#endif\n')
|
||||
f.write('#define MAX_MATERIALS 16\n')
|
||||
f.write('uniform vec4 materialParams[MAX_MATERIALS * 8];\n')
|
||||
|
||||
f.write("""#if defined(HLSL) || defined(METAL)
|
||||
#define _InvY
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user