import BRDF_Lambert from './BSDF/BRDF_Lambert.js'; import BRDF_GGX from './BSDF/BRDF_GGX.js'; import DFGApprox from './BSDF/DFGApprox.js'; import EnvironmentBRDF from './BSDF/EnvironmentBRDF.js'; import F_Schlick from './BSDF/F_Schlick.js'; import BRDF_Sheen from './BSDF/BRDF_Sheen.js'; import LightingModel from '../core/LightingModel.js'; import { diffuseColor, specularColor, roughness, clearcoat, clearcoatRoughness, sheen, sheenRoughness } from '../core/PropertyNode.js'; import { transformedNormalView, transformedClearcoatNormalView } from '../accessors/NormalNode.js'; import { positionViewDirection } from '../accessors/PositionNode.js'; import { float, vec3 } from '../shadernode/ShaderNode.js'; import { cond } from '../math/CondNode.js'; const clearcoatF0 = vec3( 0.04 ); const clearcoatF90 = vec3( 1 ); // This is a curve-fit approxmation to the "Charlie sheen" BRDF integrated over the hemisphere from // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF". The analysis can be found // in the Sheen section of https://drive.google.com/file/d/1T0D1VSyR4AllqIJTQAraEIzjlb5h4FKH/view?usp=sharing const IBLSheenBRDF = ( normal, viewDir, roughness ) => { const dotNV = normal.dot( viewDir ).saturate(); const r2 = roughness.pow2(); const a = cond( roughness.lessThan( 0.25 ), float( - 339.2 ).mul( r2 ).add( float( 161.4 ).mul( roughness ) ).sub( 25.9 ), float( - 8.48 ).mul( r2 ).add( float( 14.3 ).mul( roughness ) ).sub( 9.95 ) ); const b = cond( roughness.lessThan( 0.25 ), float( 44.0 ).mul( r2 ).sub( float( 23.7 ).mul( roughness ) ).add( 3.26 ), float( 1.97 ).mul( r2 ).sub( float( 3.27 ).mul( roughness ) ).add( 0.72 ) ); const DG = cond( roughness.lessThan( 0.25 ), 0.0, float( 0.1 ).mul( roughness ).sub( 0.025 ) ).add( a.mul( dotNV ).add( b ).exp() ); return DG.mul( 1.0 / Math.PI ).saturate(); }; // Fdez-Agüera's "Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting" // Approximates multiscattering in order to preserve energy. // http://www.jcgt.org/published/0008/01/03/ const computeMultiscattering = ( singleScatter, multiScatter, specularF90 = float( 1 ) ) => { const fab = DFGApprox( { roughness } ); const FssEss = specularColor.mul( fab.x ).add( specularF90.mul( fab.y ) ); const Ess = fab.x.add( fab.y ); const Ems = Ess.oneMinus(); const Favg = specularColor.add( specularColor.oneMinus().mul( 0.047619 ) ); // 1/21 const Fms = FssEss.mul( Favg ).div( Ems.mul( Favg ).oneMinus() ); singleScatter.addAssign( FssEss ); multiScatter.addAssign( Fms.mul( Ems ) ); }; // class PhysicalLightingModel extends LightingModel { constructor( clearcoat = true, sheen = true ) { super(); this.clearcoat = clearcoat; this.sheen = sheen; this.clearcoatRadiance = null; this.clearcoatSpecular = null; this.sheenSpecular = null; } init( { reflectedLight } ) { if ( this.clearcoat === true ) { this.clearcoatRadiance = vec3().temp(); this.clearcoatSpecular = vec3().temp(); const dotNVcc = transformedClearcoatNormalView.dot( positionViewDirection ).clamp(); const Fcc = F_Schlick( { dotVH: dotNVcc, f0: clearcoatF0, f90: clearcoatF90 } ); const outgoingLight = reflectedLight.total; const clearcoatLight = outgoingLight.mul( clearcoat.mul( Fcc ).oneMinus() ).add( this.clearcoatSpecular.mul( clearcoat ) ); outgoingLight.assign( clearcoatLight ); } if ( this.sheen === true ) { this.sheenSpecular = vec3().temp(); const outgoingLight = reflectedLight.total; const sheenEnergyComp = sheen.r.max( sheen.g ).max( sheen.b ).mul( 0.157 ).oneMinus(); const sheenLight = outgoingLight.mul( sheenEnergyComp ).add( this.sheenSpecular ); outgoingLight.assign( sheenLight ); } } direct( { lightDirection, lightColor, reflectedLight } ) { const dotNL = transformedNormalView.dot( lightDirection ).clamp(); const irradiance = dotNL.mul( lightColor ); if ( this.sheen === true ) { this.sheenSpecular.addAssign( irradiance.mul( BRDF_Sheen( { lightDirection } ) ) ); } if ( this.clearcoat === true ) { const dotNLcc = transformedClearcoatNormalView.dot( lightDirection ).clamp(); const ccIrradiance = dotNLcc.mul( lightColor ); this.clearcoatSpecular.addAssign( ccIrradiance.mul( BRDF_GGX( { lightDirection, f0: clearcoatF0, f90: clearcoatF90, roughness: clearcoatRoughness, normalView: transformedClearcoatNormalView } ) ) ); } reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) ); reflectedLight.directSpecular.addAssign( irradiance.mul( BRDF_GGX( { lightDirection, f0: specularColor, f90: 1, roughness } ) ) ); } indirectDiffuse( { irradiance, reflectedLight } ) { reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) ); } indirectSpecular( { radiance, iblIrradiance, reflectedLight, } ) { if ( this.sheen === true ) { this.sheenSpecular.addAssign( iblIrradiance.mul( sheen, IBLSheenBRDF( transformedNormalView, positionViewDirection, sheenRoughness ) ) ); } if ( this.clearcoat === true ) { const dotNVcc = transformedClearcoatNormalView.dot( positionViewDirection ).clamp(); const clearcoatEnv = EnvironmentBRDF( { dotNV: dotNVcc, specularColor: clearcoatF0, specularF90: clearcoatF90, roughness: clearcoatRoughness } ); this.clearcoatSpecular.addAssign( this.clearcoatRadiance.mul( clearcoatEnv ) ); } // Both indirect specular and indirect diffuse light accumulate here const singleScattering = vec3().temp(); const multiScattering = vec3().temp(); const cosineWeightedIrradiance = iblIrradiance.mul( 1 / Math.PI ); computeMultiscattering( singleScattering, multiScattering ); const totalScattering = singleScattering.add( multiScattering ); const diffuse = diffuseColor.mul( totalScattering.r.max( totalScattering.g ).max( totalScattering.b ).oneMinus() ); reflectedLight.indirectSpecular.addAssign( radiance.mul( singleScattering ) ); reflectedLight.indirectSpecular.addAssign( multiScattering.mul( cosineWeightedIrradiance ) ); reflectedLight.indirectDiffuse.addAssign( diffuse.mul( cosineWeightedIrradiance ) ); } ambientOcclusion( { ambientOcclusion, reflectedLight } ) { const dotNV = transformedNormalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV const aoNV = dotNV.add( ambientOcclusion ); const aoExp = roughness.mul( - 16.0 ).oneMinus().negate().exp2(); const aoNode = ambientOcclusion.sub( aoNV.pow( aoExp ).oneMinus() ).clamp(); reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion ); reflectedLight.indirectSpecular.mulAssign( aoNode ); } } export default PhysicalLightingModel;