forked from LeenkxTeam/LNXSDK
Extend BRDF
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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
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vec3 anisotropicBRDF(const vec3 f0, const float roughness, const float anisotropy,
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const float aniso_rot, const vec3 tangent, const vec3 bitangent,
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const vec3 n, const vec3 l, const vec3 v,
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const float dotNL, const float dotNV) {
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if (abs(anisotropy) <= 0.001) return vec3(0.0);
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float rot = aniso_rot * 3.1415926535 * 2.0;
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float cr = cos(rot);
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float sr = sin(rot);
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vec3 t = normalize(tangent * cr + bitangent * sr);
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vec3 b = normalize(bitangent * cr - tangent * sr);
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float aniso_abs = abs(anisotropy);
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float at = max(roughness * (1.0 + aniso_abs), 1e-5);
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float ab = max(roughness * (1.0 - aniso_abs), 1e-5);
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if (anisotropy < 0.0) { vec3 tmp = t; t = b; b = tmp; }
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float at2 = at * at;
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float ab2 = ab * ab;
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vec3 h = normalize(l + v);
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float dotTH = dot(t, h);
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float dotBH = dot(b, h);
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float dotTV = dot(t, v);
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float dotBV = dot(b, v);
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float dotTL = dot(t, l);
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float dotBL = dot(b, l);
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float denom = max(dotTH * dotTH / at2 + dotBH * dotBH / ab2, 1e-7);
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float D = 1.0 / (3.1415926535 * at * ab * denom * denom);
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float V = 1.0 / max(dotNL * (dotTL / at + dotBL / ab) * (dotTV / at + dotBV / ab), 1e-5);
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float dotVH = max(dot(v, h), 0.0);
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vec3 F = f_schlick(f0, dotVH);
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return D * V * F / max(4.0 * dotNV, 1e-5);
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}
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#endif
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#ifdef _Subsurface
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// Blenders bssrdf_burley implementation
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vec3 subsurfaceBRDF(const vec3 albedo, const vec3 sss_color,
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const vec3 sss_radius, const float subsurface, const float sss_anisotropy,
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const float dotNL) {
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if (subsurface <= 0.0) return vec3(0.0);
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vec3 mfp = sss_radius * (0.25 / 3.1415926535);
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vec3 A = clamp(albedo, 0.0, 1.0);
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vec3 d = 1.9 - A + 3.5 * (A - 0.8) * (A - 0.8);
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d = mfp / max(d, 1e-5);
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float aniso = clamp(sss_anisotropy, 0.0, 0.9);
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float scatter = subsurface * (1.0 / 3.1415926535);
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vec3 sssDiffuse = sss_color * scatter * dotNL;
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float backScatter = max(0.0, 1.0 - dotNL) * (1.0 - aniso) * 0.5;
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vec3 sssBack = sss_color * subsurface * backScatter;
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float dist = max(0.0, 1.0 - dotNL);
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vec3 rcp_d = 1.0 / max(d, vec3(1e-5));
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vec3 x = vec3(dist) * rcp_d;
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vec3 extinction = 1.0 / (1.0 + x + 0.5 * x * x);
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return sssDiffuse * extinction + sssBack * (vec3(1.0) - extinction);
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}
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#endif
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#ifdef _Transmission
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// Blenders microfacet glass/refraction model
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vec3 transmissionBRDF(const vec3 albedo, const float transmission,
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const float trans_rough, const float ior, const float thin_wall,
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const float dotNL, const float dotNV, const float dotVH) {
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if (transmission <= 0.0) return vec3(0.0);
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float F0 = (ior - 1.0) / (ior + 1.0);
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F0 = F0 * F0;
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float F = F0 + (1.0 - F0) * pow(1.0 - dotVH, 5.0);
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float transmittance = 1.0 - F;
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if (thin_wall > 0.5) {
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return albedo * transmission * transmittance * dotNL;
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}
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float a = trans_rough * trans_rough;
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float rough_atten = mix(1.0, 1.0 / max(dotNV, 0.1), a);
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return albedo * transmission * transmittance * rough_atten * dotNL;
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}
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#endif
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#endif
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