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@@ -777,7 +777,7 @@ LIGHT_SHADER_CODE
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#elif defined(DIFFUSE_TOON)
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#elif defined(DIFFUSE_TOON)
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- diffuse += smoothstep(-roughness,roughness,dot(N,L)) * light_color * diffuse_color;
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+ diffuse += smoothstep(-roughness,max(roughness,0.01),dot(N,L)) * light_color * diffuse_color;
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#elif defined(DIFFUSE_BURLEY)
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#elif defined(DIFFUSE_BURLEY)
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@@ -817,23 +817,26 @@ LIGHT_SHADER_CODE
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vec3 H = normalize(V + L);
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vec3 H = normalize(V + L);
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float dotNH = max(dot(N,H), 0.0 );
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float dotNH = max(dot(N,H), 0.0 );
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float intensity = pow( dotNH, (1.0-roughness) * 256.0);
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float intensity = pow( dotNH, (1.0-roughness) * 256.0);
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- specular += light_color * intensity;
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+ specular += light_color * intensity * specular_blob_intensity;
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#elif defined(SPECULAR_PHONG)
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#elif defined(SPECULAR_PHONG)
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vec3 R = normalize(-reflect(L,N));
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vec3 R = normalize(-reflect(L,N));
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float dotNV = max(0.0,dot(R,V));
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float dotNV = max(0.0,dot(R,V));
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float intensity = pow( dotNV, (1.0-roughness) * 256.0);
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float intensity = pow( dotNV, (1.0-roughness) * 256.0);
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- specular += light_color * intensity;
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+ specular += light_color * intensity * specular_blob_intensity;
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#elif defined(SPECULAR_TOON)
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#elif defined(SPECULAR_TOON)
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vec3 R = normalize(-reflect(L,N));
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vec3 R = normalize(-reflect(L,N));
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float dotNV = dot(R,V);
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float dotNV = dot(R,V);
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float mid = 1.0-roughness;
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float mid = 1.0-roughness;
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- float intensity = smoothstep(mid-roughness*0.5,mid+roughness*0.5,dotNV);
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- diffuse += light_color * intensity; //write to diffuse, as in toon shading you generally want no reflection
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+ mid*=mid;
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+ float intensity = smoothstep(mid-roughness*0.5,mid+roughness*0.5,dotNV) * mid;
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+ diffuse += light_color * intensity * specular_blob_intensity; //write to diffuse, as in toon shading you generally want no reflection
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+#elif defined(SPECULAR_DISABLED)
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+ //none..
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#else
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#else
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// shlick+ggx as default
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// shlick+ggx as default
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@@ -966,7 +969,7 @@ vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 po
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}
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}
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#endif
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#endif
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-void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse_light, inout vec3 specular_light) {
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+void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,float p_blob_intensity,inout vec3 diffuse_light, inout vec3 specular_light) {
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vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz-vertex;
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vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz-vertex;
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float light_length = length( light_rel_vec );
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float light_length = length( light_rel_vec );
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@@ -1017,11 +1020,11 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino
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light_attenuation*=mix(omni_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow);
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light_attenuation*=mix(omni_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow);
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}
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}
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- light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,omni_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
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+ light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,omni_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
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}
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}
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-void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) {
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+void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) {
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vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex;
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vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex;
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float light_length = length( light_rel_vec );
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float light_length = length( light_rel_vec );
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@@ -1050,7 +1053,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
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light_attenuation*=mix(spot_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow);
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light_attenuation*=mix(spot_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow);
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}
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}
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- light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,spot_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
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+ light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,spot_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
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}
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}
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@@ -1509,6 +1512,11 @@ FRAGMENT_SHADER_CODE
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ambient_light*=ambient_energy;
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ambient_light*=ambient_energy;
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+ float specular_blob_intensity=1.0;
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+#if defined(SPECULAR_TOON)
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+ specular_blob_intensity*=specular * 2.0;
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+#endif
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+
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#ifdef USE_LIGHT_DIRECTIONAL
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#ifdef USE_LIGHT_DIRECTIONAL
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vec3 light_attenuation=vec3(1.0);
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vec3 light_attenuation=vec3(1.0);
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@@ -1648,7 +1656,7 @@ FRAGMENT_SHADER_CODE
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#endif //LIGHT_DIRECTIONAL_SHADOW
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#endif //LIGHT_DIRECTIONAL_SHADOW
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- light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
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+ light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,light_params.z*specular_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
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#endif //#USE_LIGHT_DIRECTIONAL
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#endif //#USE_LIGHT_DIRECTIONAL
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@@ -1664,8 +1672,6 @@ FRAGMENT_SHADER_CODE
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highp vec4 reflection_accum = vec4(0.0,0.0,0.0,0.0);
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highp vec4 reflection_accum = vec4(0.0,0.0,0.0,0.0);
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highp vec4 ambient_accum = vec4(0.0,0.0,0.0,0.0);
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highp vec4 ambient_accum = vec4(0.0,0.0,0.0,0.0);
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-
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-
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for(int i=0;i<reflection_count;i++) {
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for(int i=0;i<reflection_count;i++) {
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reflection_process(reflection_indices[i],vertex,normal,binormal,tangent,roughness,anisotropy,ambient_light,specular_light,reflection_accum,ambient_accum);
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reflection_process(reflection_indices[i],vertex,normal,binormal,tangent,roughness,anisotropy,ambient_light,specular_light,reflection_accum,ambient_accum);
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}
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}
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@@ -1678,11 +1684,11 @@ FRAGMENT_SHADER_CODE
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}
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}
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for(int i=0;i<omni_light_count;i++) {
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for(int i=0;i<omni_light_count;i++) {
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- light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
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+ light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light);
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}
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}
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for(int i=0;i<spot_light_count;i++) {
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for(int i=0;i<spot_light_count;i++) {
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- light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
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+ light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light);
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}
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}
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@@ -1714,11 +1720,15 @@ FRAGMENT_SHADER_CODE
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diffuse_light=mix(diffuse_light,vec3(0.0),metallic);
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diffuse_light=mix(diffuse_light,vec3(0.0),metallic);
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ambient_light=mix(ambient_light,vec3(0.0),metallic);
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ambient_light=mix(ambient_light,vec3(0.0),metallic);
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{
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{
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+
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+#if defined(DIFFUSE_TOON)
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+ //simplify for toon, as
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+ specular_light *= specular * metallic * albedo * 2.0;
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+#else
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//brdf approximation (Lazarov 2013)
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//brdf approximation (Lazarov 2013)
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float ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
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float ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
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-
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- //energy conservation
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vec3 dielectric = vec3(0.034) * specular * 2.0;
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vec3 dielectric = vec3(0.034) * specular * 2.0;
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+ //energy conservation
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vec3 f0 = mix(dielectric, albedo, metallic);
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vec3 f0 = mix(dielectric, albedo, metallic);
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const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
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const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
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const vec4 c1 = vec4( 1.0, 0.0425, 1.04, -0.04);
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const vec4 c1 = vec4( 1.0, 0.0425, 1.04, -0.04);
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@@ -1727,6 +1737,8 @@ FRAGMENT_SHADER_CODE
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vec2 brdf = vec2( -1.04, 1.04 ) * a004 + r.zw;
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vec2 brdf = vec2( -1.04, 1.04 ) * a004 + r.zw;
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specular_light *= min(1.0,50.0 * f0.g) * brdf.y + brdf.x * f0;
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specular_light *= min(1.0,50.0 * f0.g) * brdf.y + brdf.x * f0;
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+#endif
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+
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}
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}
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if (fog_color_enabled.a > 0.5) {
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if (fog_color_enabled.a > 0.5) {
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