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- #include "BRDF.hlsl"
- #ifdef COMPILEPS
- float3 GetSpecularDominantDir(float3 normal, float3 reflection, float roughness)
- {
- const float smoothness = 1.0 - roughness;
- const float lerpFactor = smoothness * (sqrt(smoothness) + roughness);
- return lerp(normal, reflection, lerpFactor);
- }
- float3 SphereLight(float3 worldPos, float3 lightVec, float3 normal, float3 toCamera, float roughness, float3 specColor, float3 diffColor, out float ndl)
- {
- float specEnergy = 1.0f;
- float radius = cLightRad / 100;
- float rough2 = max(roughness, 0.08);
- rough2 *= rough2;
- float radius2 = radius * radius;
- float distToLightSqrd = dot(lightVec,lightVec);
- float invDistToLight = rsqrt(distToLightSqrd);
- float sinAlphaSqr = saturate(radius2 / distToLightSqrd);
- float sinAlpha = sqrt(sinAlphaSqr);
- ndl = dot(normal, (lightVec * invDistToLight));
- if(ndl < sinAlpha)
- {
- ndl = max(ndl, -sinAlpha);
- ndl = ((sinAlpha + ndl) * (sinAlpha + ndl)) / (4 * sinAlpha);
- }
- float sphereAngle = saturate(radius * invDistToLight);
-
- specEnergy = rough2 / (rough2 + 0.5f * sphereAngle);
- specEnergy *= specEnergy;
- float3 R = 2 * dot(toCamera, normal) * normal - toCamera;
- R = GetSpecularDominantDir(normal, R, roughness);
- // Find closest point on sphere to ray
- float3 closestPointOnRay = dot(lightVec, R) * R;
- float3 centerToRay = closestPointOnRay - lightVec;
- float invDistToRay = rsqrt(dot(centerToRay, centerToRay));
- float3 closestPointOnSphere = lightVec + centerToRay * saturate(radius * invDistToRay);
- lightVec = closestPointOnSphere;
- float3 L = normalize(lightVec);
- float3 h = normalize(toCamera + L);
- float hdn = saturate(dot(h, normal));
- float hdv = dot(h, toCamera);
- float ndv = saturate(dot(normal, toCamera));
- float hdl = saturate(dot(h, lightVec));
- const float3 diffuseFactor = Diffuse(diffColor, roughness, ndv, ndl, hdv) * ndl;
- const float3 fresnelTerm = Fresnel(specColor, hdv, hdl) ;
- const float distTerm = Distribution(hdn, roughness);
- const float visTerm = Visibility(ndl, ndv, roughness);
- float3 specularFactor = distTerm * visTerm * fresnelTerm * ndl/ M_PI;
- return diffuseFactor + specularFactor;
- }
- float3 TubeLight(float3 worldPos, float3 lightVec, float3 normal, float3 toCamera, float roughness, float3 specColor, float3 diffColor, out float ndl)
- {
- float radius = cLightRad / 100;
- float len = cLightLength / 10;
- float3 pos = (cLightPosPS.xyz - worldPos);
- float3 reflectVec = reflect(-toCamera, normal);
-
- float3 L01 = cLightDirPS * len;
- float3 L0 = pos - 0.5 * L01;
- float3 L1 = pos + 0.5 * L01;
- float3 ld = L1 - L0;
- float distL0 = length( L0 );
- float distL1 = length( L1 );
- float NoL0 = dot( L0, normal ) / ( 2.0 * distL0 );
- float NoL1 = dot( L1, normal ) / ( 2.0 * distL1 );
- ndl = ( 2.0 * clamp( NoL0 + NoL1, 0.0, 1.0 ) )
- / ( distL0 * distL1 + dot( L0, L1 ) + 2.0 );
-
- float a = len * len;
- float b = dot( reflectVec, L01 );
- float t = saturate( dot( L0, b * reflectVec - L01 ) / (a - b*b) );
-
- float3 closestPoint = L0 + ld * saturate( t);
- float3 centreToRay = dot( closestPoint, reflectVec ) * reflectVec - closestPoint;
- closestPoint = closestPoint + centreToRay * saturate(radius / length(centreToRay));
- float3 l = normalize(closestPoint);
- float3 h = normalize(toCamera + l);
- ndl = saturate(dot(normal, lightVec));
- float hdn = saturate(dot(h, normal));
- float hdv = dot(h, toCamera);
- float ndv = saturate(dot(normal, toCamera));
- float hdl = saturate(dot(h, lightVec));
- float distL = length(closestPoint);
- float alpha = max(roughness, 0.08) * max(roughness, 0.08);
- float alphaPrime = saturate(radius / (distL * 2.0) + alpha);
- const float3 diffuseFactor = Diffuse(diffColor, roughness, ndv, ndl, hdv) * ndl;
- const float3 fresnelTerm = Fresnel(specColor, hdv, hdl) ;
- const float distTerm = Distribution(hdn, roughness);
- const float visTerm = Visibility(ndl, ndv, roughness);
- float3 specularFactor = distTerm * visTerm * fresnelTerm * ndl/ M_PI;
- return diffuseFactor + specularFactor;
- }
- //Return the PBR BRDF value
- // lightDir = the vector to the light
- // lightVec = normalised lightDir
- // toCamera = vector to the camera
- // normal = surface normal of the pixel
- // roughness = roughness of the pixel
- // diffColor = the rgb color of the pixel
- // specColor = the rgb specular color of the pixel
- float3 GetBRDF(float3 worldPos, float3 lightDir, float3 lightVec, float3 toCamera, float3 normal, float roughness, float3 diffColor, float3 specColor)
- {
- const float3 Hn = normalize(toCamera + lightDir);
- const float vdh = clamp((dot(toCamera, Hn)), M_EPSILON, 1.0);
- const float ndh = clamp((dot(normal, Hn)), M_EPSILON, 1.0);
- float ndl = clamp((dot(normal, lightVec)), M_EPSILON, 1.0);
- const float ndv = clamp((dot(normal, toCamera)), M_EPSILON, 1.0);
- const float ldh = clamp((dot(lightVec, Hn)), M_EPSILON, 1.0);
- const float3 diffuseFactor = Diffuse(diffColor, roughness, ndv, ndl, vdh) * ndl;
- float3 specularFactor = 0;
- #ifdef SPECULAR
- if(cLightRad > 0.0)
- {
- if(cLightLength > 0.0)
- {
- return TubeLight(worldPos, lightVec, normal, toCamera, roughness, specColor, diffColor, ndl);
-
- }
- else
- {
- return SphereLight(worldPos, lightVec, normal, toCamera, roughness, specColor, diffColor, ndl);
- }
- }
- else
- {
- const float3 fresnelTerm = Fresnel(specColor, vdh, ldh) ;
- const float distTerm = Distribution(ndh, roughness);
- const float visTerm = Visibility(ndl, ndv, roughness);
- specularFactor = distTerm * visTerm * fresnelTerm * ndl/ M_PI;
- return diffuseFactor + specularFactor;
- }
- #endif
- return diffuseFactor + specularFactor;
- }
- #endif
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