#ifndef _BRDF_GLSL_ #define _BRDF_GLSL_ // http://xlgames-inc.github.io/posts/improvedibl/ // http://blog.selfshadow.com/publications/s2013-shading-course/ vec3 f_schlick(const vec3 f0, const float vh) { return f0 + (1.0 - f0) * exp2((-5.55473 * vh - 6.98316) * vh); } float v_smithschlick(const float nl, const float nv, const float a) { return 1.0 / ((nl * (1.0 - a) + a) * (nv * (1.0 - a) + a)); } //Uncorrelated masking/shadowing (info below) function //Because it is uncorrelated, G1(NdotL, a) gives us shadowing, and G1(NdotV, a) gives us masking function. //Approximation from: https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2017/Presentations/Hammon_Earl_PBR_Diffuse_Lighting.pdf float g1_approx(const float NdotX, const float alpha) { return (2.0 * NdotX) * (1.0 / (NdotX * (2.0 - alpha) + alpha)); } //Uncorrelated masking-shadowing function //Approximation from: https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2017/Presentations/Hammon_Earl_PBR_Diffuse_Lighting.pdf float g2_approx(const float NdotL, const float NdotV, const float alpha) { vec2 helper = (2.0 * vec2(NdotL, NdotV)) * (1.0 / (vec2(NdotL, NdotV) * (2.0 - alpha) + alpha)); return max(helper.x * helper.y, 0.0); //This can go negative, let's fix that } float d_ggx(const float nh, const float a) { float a2 = a * a; float denom = nh * nh * (a2 - 1.0) + 1.0; denom = max(denom * denom, 0.00006103515625 /* 2^-14 = smallest possible half float value, prevent div by zero */); return a2 * (1.0 / 3.1415926535) / denom; } vec3 specularBRDF(const vec3 f0, const float roughness, const float nl, const float nh, const float nv, const float vh) { float a = roughness * roughness; vec3 result = d_ggx(nh, a) * g2_approx(nl, nv, a) * f_schlick(f0, vh) / max(4.0 * nv, 1e-5); //NdotL cancels out later return result; } // John Hable - Optimizing GGX Shaders // http://filmicworlds.com/blog/optimizing-ggx-shaders-with-dotlh/ vec3 specularBRDFb(const vec3 f0, const float roughness, const float dotNL, const float dotNH, const float dotLH) { // D const float pi = 3.1415926535; float alpha = roughness * roughness; float alphaSqr = alpha * alpha; float denom = dotNH * dotNH * (alphaSqr - 1.0) + 1.0; float D = alphaSqr / (pi * denom * denom); // F const float F_a = 1.0; float F_b = pow(1.0 - dotLH, 5.0); // V float vis; float k = alpha / 2.0; float k2 = k * k; float invK2 = 1.0 - k2; vis = 1.0 / (dotLH * dotLH * invK2 + k2); vec2 FV_helper = vec2((F_a - F_b) * vis, F_b * vis); vec3 FV = f0 * FV_helper.x + FV_helper.y; vec3 specular = clamp(dotNL, 0.0, 1.0) * D * FV; return specular / 4.0; // TODO: get rid of / 4.0 } vec3 orenNayarDiffuseBRDF(const vec3 albedo, const float roughness, const float nv, const float nl, const float vh) { float a = roughness * roughness; float s = a; float s2 = s * s; float vl = 2.0 * vh * vh - 1.0; // Double angle identity float Cosri = vl - nv * nl; float C1 = 1.0 - 0.5 * s2 / (s2 + 0.33); float test = 1.0; if (Cosri >= 0.0) test = (1.0 / (max(nl, nv))); float C2 = 0.45 * s2 / (s2 + 0.09) * Cosri * test; return albedo * max(0.0, nl) * (C1 + C2) * (1.0 + roughness * 0.5); } vec3 lambertDiffuseBRDF(const vec3 albedo, const float nl) { return albedo * (1.0 / 3.1415926535) * nl; } vec3 surfaceAlbedo(const vec3 baseColor, const float metalness) { return mix(baseColor, vec3(0.0), metalness); } vec3 surfaceF0(const vec3 baseColor, const float metalness) { return mix(vec3(0.04), baseColor, metalness); } float getMipFromRoughness(const float roughness, const float numMipmaps) { // First mipmap level = roughness 0, last = roughness = 1 return roughness * numMipmaps; } float wardSpecular(vec3 N, vec3 H, float dotNL, float dotNV, float dotNH, vec3 fiberDirection, float shinyParallel, float shinyPerpendicular) { if(dotNL < 0.0 || dotNV < 0.0) { return 0.0; } // fiberDirection - parse from rotation // shinyParallel - roughness // shinyPerpendicular - anisotropy vec3 fiberParallel = normalize(fiberDirection); vec3 fiberPerpendicular = normalize(cross(N, fiberDirection)); float dotXH = dot(fiberParallel, H); float dotYH = dot(fiberPerpendicular, H); const float PI = 3.1415926535; float coeff = sqrt(dotNL/dotNV) / (4.0 * PI * shinyParallel * shinyPerpendicular); float theta = (pow(dotXH/shinyParallel, 2.0) + pow(dotYH/shinyPerpendicular, 2.0)) / (1.0 + dotNH); return clamp(coeff * exp(-2.0 * theta), 0.0, 1.0); } // https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile // vec3 EnvBRDFApprox(vec3 SpecularColor, float Roughness, float NoV) { // const vec4 c0 = { -1, -0.0275, -0.572, 0.022 }; // const vec4 c1 = { 1, 0.0425, 1.04, -0.04 }; // vec4 r = Roughness * c0 + c1; // float a004 = min( r.x * r.x, exp2( -9.28 * NoV ) ) * r.x + r.y; // vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw; // return SpecularColor * AB.x + AB.y; // } // float EnvBRDFApproxNonmetal(float Roughness, float NoV) { // // Same as EnvBRDFApprox( 0.04, Roughness, NoV ) // const vec2 c0 = { -1, -0.0275 }; // const vec2 c1 = { 1, 0.0425 }; // vec2 r = Roughness * c0 + c1; // return min( r.x * r.x, exp2( -9.28 * NoV ) ) * r.x + r.y; // } float D_Approx(const float Roughness, const float RoL) { float a = Roughness * Roughness; float a2 = a * a; float rcp_a2 = 1.0 / a2;//rcp(a2); // 0.5 / ln(2), 0.275 / ln(2) float c = 0.72134752 * rcp_a2 + 0.39674113; return rcp_a2 * exp2( c * RoL - c ); } #ifdef _ClearCoat vec3 clearcoatBRDF(const float clearcoat, const float clearcoat_rough, const float coat_ior, const float dotNL, const float dotNH, const float dotNV, const float dotVH) { if (clearcoat <= 0.0) return vec3(0.0); float a = clearcoat_rough * clearcoat_rough; // F0 from Fresnel equation for dielectric float ccF0 = (coat_ior - 1.0) / (coat_ior + 1.0); ccF0 = ccF0 * ccF0; float F = ccF0 + (1.0 - ccF0) * pow(1.0 - dotVH, 5.0); float D = d_ggx(dotNH, a); float G = g2_approx(dotNL, dotNV, a); return vec3(clearcoat * D * G * F / max(4.0 * dotNV, 1e-5)); } float coatAttenuation(const float clearcoat, const float coat_ior, const float dotNV) { if (clearcoat <= 0.0) return 1.0; float ccF0 = (coat_ior - 1.0) / (coat_ior + 1.0); ccF0 = ccF0 * ccF0; // Schlick with pow(.,5) - cheaper than exp2 float F = ccF0 + (1.0 - ccF0) * pow(1.0 - dotNV, 5.0); return max(1.0 - F * clearcoat, 0.0); } vec3 coatTintAttenuation(const float clearcoat, const vec3 coat_tint, const float dotNV) { if (clearcoat <= 0.0) return vec3(1.0); float absorption = 1.0 / max(dotNV, 0.3); return mix(vec3(1.0), coat_tint, clamp(absorption * 0.2, 0.0, 1.0)); } #endif #ifdef _Sheen // based on Blender sheen model/Frostbite PBR vec3 sheenBRDF(const float sheen, const float sheen_rough, const vec3 sheen_tint, const float dotNL, const float dotNH, const float dotNV) { if (sheen <= 0.0) return vec3(0.0); float rough = clamp(sheen_rough, 1e-3, 1.0); float a = rough * rough; float sinNH2 = 1.0 - dotNH * dotNH; float a2 = a * a; float D = (2.0 + a2) * sinNH2 / (2.0 * 3.1415926535 * pow(1.0 + a2 * sinNH2, 2.0)); float V = 1.0 / (4.0 * dotNL * dotNV + 1e-5); float sheenAlbedo = (1.0 - 0.5 * rough) * mix(1.0, dotNV, 0.5); return sheen_tint * sheen * D * V * dotNL * sheenAlbedo; } float sheenAttenuation(const float sheen, const float sheen_rough, const vec3 sheen_tint, const float dotNV) { if (sheen <= 0.0) return 1.0; float rough = clamp(sheen_rough, 1e-3, 1.0); float sheenAlbedo = (1.0 - 0.5 * rough) * mix(1.0, dotNV, 0.5); float maxComp = sheen * max(max(sheen_tint.r, sheen_tint.g), sheen_tint.b) * sheenAlbedo; return max(1.0 - maxComp, 0.0); } #endif #ifdef _Anisotropy // 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