import BRDF_Lambert from './BSDF/BRDF_Lambert.js'; import BRDF_GGX from './BSDF/BRDF_GGX.js'; import DFGApprox from './BSDF/DFGApprox.js'; import { lightingModel } from '../core/LightingModel.js'; import { temp } from '../core/VarNode.js'; import { diffuseColor, specularColor, roughness } from '../core/PropertyNode.js'; import { transformedNormalView } from '../accessors/NormalNode.js'; import { positionViewDirection } from '../accessors/PositionNode.js'; import { ShaderNode, float, vec3 } from '../shadernode/ShaderNode.js'; // 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.call( { 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 ) ); }; const RE_IndirectSpecular_Physical = new ShaderNode( ( inputs ) => { const { radiance, iblIrradiance, reflectedLight } = inputs; // Both indirect specular and indirect diffuse light accumulate here const singleScattering = temp( vec3() ); const multiScattering = temp( vec3() ); const cosineWeightedIrradiance = iblIrradiance.mul( 1 / Math.PI ); computeMultiscattering( singleScattering, multiScattering ); const diffuse = diffuseColor.mul( singleScattering.add( multiScattering ).oneMinus() ); reflectedLight.indirectSpecular.addAssign( radiance.mul( singleScattering ) ); reflectedLight.indirectSpecular.addAssign( multiScattering.mul( cosineWeightedIrradiance ) ); reflectedLight.indirectDiffuse.addAssign( diffuse.mul( cosineWeightedIrradiance ) ); } ); const RE_IndirectDiffuse_Physical = new ShaderNode( ( inputs ) => { const { irradiance, reflectedLight } = inputs; reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert.call( { diffuseColor } ) ) ); } ); const RE_Direct_Physical = new ShaderNode( ( inputs ) => { const { lightDirection, lightColor, reflectedLight } = inputs; const dotNL = transformedNormalView.dot( lightDirection ).clamp(); const irradiance = dotNL.mul( lightColor ); reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert.call( { diffuseColor: diffuseColor.rgb } ) ) ); reflectedLight.directSpecular.addAssign( irradiance.mul( BRDF_GGX.call( { lightDirection, f0: specularColor, f90: 1, roughness } ) ) ); } ); const RE_AmbientOcclusion_Physical = new ShaderNode( ( { ambientOcclusion, reflectedLight } ) => { const dotNV = transformedNormalView.dot( positionViewDirection ).clamp(); 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 ); } ); const physicalLightingModel = lightingModel( RE_Direct_Physical, RE_IndirectDiffuse_Physical, RE_IndirectSpecular_Physical, RE_AmbientOcclusion_Physical ); export default physicalLightingModel;