锦水大屏
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import { ShaderNode,
add, addTo, sub, mul, div, saturate, dot, pow, pow2, exp2, normalize, max, sqrt, negate,
cond, greaterThan, and,
transformedNormalView, positionViewDirection,
diffuseColor, specularColor, roughness,
PI, RECIPROCAL_PI, EPSILON
} from '../ShaderNode.js';
export const F_Schlick = new ShaderNode( ( inputs ) => {
const { f0, f90, dotVH } = inputs;
// Original approximation by Christophe Schlick '94
// float fresnel = pow( 1.0 - dotVH, 5.0 );
// Optimized variant (presented by Epic at SIGGRAPH '13)
// https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
const fresnel = exp2( mul( sub( mul( - 5.55473, dotVH ), 6.98316 ), dotVH ) );
return add( mul( f0, sub( 1.0, fresnel ) ), mul( f90, fresnel ) );
} ); // validated
export const BRDF_Lambert = new ShaderNode( ( inputs ) => {
return mul( RECIPROCAL_PI, inputs.diffuseColor ); // punctual light
} ); // validated
export const getDistanceAttenuation = new ShaderNode( ( inputs ) => {
const { lightDistance, cutoffDistance, decayExponent } = inputs;
return cond(
and( greaterThan( cutoffDistance, 0 ), greaterThan( decayExponent, 0 ) ),
pow( saturate( add( div( negate( lightDistance ), cutoffDistance ), 1.0 ) ), decayExponent ),
1.0
);
} ); // validated
//
// STANDARD
//
// Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2
// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
export const V_GGX_SmithCorrelated = new ShaderNode( ( inputs ) => {
const { alpha, dotNL, dotNV } = inputs;
const a2 = pow2( alpha );
const gv = mul( dotNL, sqrt( add( a2, mul( sub( 1.0, a2 ), pow2( dotNV ) ) ) ) );
const gl = mul( dotNV, sqrt( add( a2, mul( sub( 1.0, a2 ), pow2( dotNL ) ) ) ) );
return div( 0.5, max( add( gv, gl ), EPSILON ) );
} ); // validated
// Microfacet Models for Refraction through Rough Surfaces - equation (33)
// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
// alpha is "roughness squared" in Disney’s reparameterization
export const D_GGX = new ShaderNode( ( inputs ) => {
const { alpha, dotNH } = inputs;
const a2 = pow2( alpha );
const denom = add( mul( pow2( dotNH ), sub( a2, 1.0 ) ), 1.0 ); // avoid alpha = 0 with dotNH = 1
return mul( RECIPROCAL_PI, div( a2, pow2( denom ) ) );
} ); // validated
// GGX Distribution, Schlick Fresnel, GGX_SmithCorrelated Visibility
export const BRDF_Specular_GGX = new ShaderNode( ( inputs ) => {
const { lightDirection, f0, f90, roughness } = inputs;
const alpha = pow2( roughness ); // UE4's roughness
const halfDir = normalize( add( lightDirection, positionViewDirection ) );
const dotNL = saturate( dot( transformedNormalView, lightDirection ) );
const dotNV = saturate( dot( transformedNormalView, positionViewDirection ) );
const dotNH = saturate( dot( transformedNormalView, halfDir ) );
const dotVH = saturate( dot( positionViewDirection, halfDir ) );
const F = F_Schlick( { f0, f90, dotVH } );
const V = V_GGX_SmithCorrelated( { alpha, dotNL, dotNV } );
const D = D_GGX( { alpha, dotNH } );
return mul( F, mul( V, D ) );
} ); // validated
export const RE_Direct_Physical = new ShaderNode( ( inputs ) => {
const { lightDirection, lightColor, directDiffuse, directSpecular } = inputs;
const dotNL = saturate( dot( transformedNormalView, lightDirection ) );
let irradiance = mul( dotNL, lightColor );
irradiance = mul( irradiance, PI ); // punctual light
addTo( directDiffuse, mul( irradiance, BRDF_Lambert( { diffuseColor } ) ) );
addTo( directSpecular, mul( irradiance, BRDF_Specular_GGX( { lightDirection, f0: specularColor, f90: 1, roughness } ) ) );
} );
export const PhysicalLightingModel = new ShaderNode( ( inputs/*, builder*/ ) => {
// PHYSICALLY_CORRECT_LIGHTS <-> builder.renderer.physicallyCorrectLights === true
RE_Direct_Physical( inputs );
} );