PhysicalLightingModel.js 5.1 KB

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  1. import BRDF_Lambert from './BSDF/BRDF_Lambert.js';
  2. import BRDF_GGX from './BSDF/BRDF_GGX.js';
  3. import DFGApprox from './BSDF/DFGApprox.js';
  4. import EnvironmentBRDF from './BSDF/EnvironmentBRDF.js';
  5. import F_Schlick from './BSDF/F_Schlick.js';
  6. import { lightingModel } from '../core/LightingModel.js';
  7. import { diffuseColor, specularColor, roughness, clearcoat, clearcoatRoughness } from '../core/PropertyNode.js';
  8. import { transformedNormalView, transformedClearcoatNormalView } from '../accessors/NormalNode.js';
  9. import { positionViewDirection } from '../accessors/PositionNode.js';
  10. import { ShaderNode, float, vec3 } from '../shadernode/ShaderNode.js';
  11. const clearcoatF0 = vec3( 0.04 );
  12. const clearcoatF90 = vec3( 1 );
  13. // Fdez-Agüera's "Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting"
  14. // Approximates multiscattering in order to preserve energy.
  15. // http://www.jcgt.org/published/0008/01/03/
  16. const computeMultiscattering = ( singleScatter, multiScatter, specularF90 = float( 1 ) ) => {
  17. const fab = DFGApprox.call( { roughness } );
  18. const FssEss = specularColor.mul( fab.x ).add( specularF90.mul( fab.y ) );
  19. const Ess = fab.x.add( fab.y );
  20. const Ems = Ess.oneMinus();
  21. const Favg = specularColor.add( specularColor.oneMinus().mul( 0.047619 ) ); // 1/21
  22. const Fms = FssEss.mul( Favg ).div( Ems.mul( Favg ).oneMinus() );
  23. singleScatter.addAssign( FssEss );
  24. multiScatter.addAssign( Fms.mul( Ems ) );
  25. };
  26. const LM_Init = new ShaderNode( ( context, stack, builder ) => {
  27. if ( builder.includes( clearcoat ) ) {
  28. context.clearcoatRadiance = vec3().temp();
  29. context.reflectedLight.clearcoatSpecular = vec3().temp();
  30. const dotNVcc = transformedClearcoatNormalView.dot( positionViewDirection ).clamp();
  31. const Fcc = F_Schlick.call( {
  32. dotVH: dotNVcc,
  33. f0: clearcoatF0,
  34. f90: clearcoatF90
  35. } );
  36. const outgoingLight = context.reflectedLight.total;
  37. const clearcoatLight = outgoingLight.mul( clearcoat.mul( Fcc ).oneMinus() ).add( context.reflectedLight.clearcoatSpecular.mul( clearcoat ) );
  38. outgoingLight.assign( clearcoatLight );
  39. }
  40. } );
  41. const RE_IndirectSpecular_Physical = new ShaderNode( ( context ) => {
  42. const { radiance, iblIrradiance, reflectedLight } = context;
  43. if ( reflectedLight.clearcoatSpecular ) {
  44. const dotNVcc = transformedClearcoatNormalView.dot( positionViewDirection ).clamp();
  45. const clearcoatEnv = EnvironmentBRDF.call( {
  46. dotNV: dotNVcc,
  47. specularColor: clearcoatF0,
  48. specularF90: clearcoatF90,
  49. roughness: clearcoatRoughness
  50. } );
  51. reflectedLight.clearcoatSpecular.addAssign( context.clearcoatRadiance.mul( clearcoatEnv ) );
  52. }
  53. // Both indirect specular and indirect diffuse light accumulate here
  54. const singleScattering = vec3().temp();
  55. const multiScattering = vec3().temp();
  56. const cosineWeightedIrradiance = iblIrradiance.mul( 1 / Math.PI );
  57. computeMultiscattering( singleScattering, multiScattering );
  58. const totalScattering = singleScattering.add( multiScattering );
  59. const diffuse = diffuseColor.mul( totalScattering.r.max( totalScattering.g ).max( totalScattering.b ).oneMinus() );
  60. reflectedLight.indirectSpecular.addAssign( radiance.mul( singleScattering ) );
  61. reflectedLight.indirectSpecular.addAssign( multiScattering.mul( cosineWeightedIrradiance ) );
  62. reflectedLight.indirectDiffuse.addAssign( diffuse.mul( cosineWeightedIrradiance ) );
  63. } );
  64. const RE_IndirectDiffuse_Physical = new ShaderNode( ( context ) => {
  65. const { irradiance, reflectedLight } = context;
  66. reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert.call( { diffuseColor } ) ) );
  67. } );
  68. const RE_Direct_Physical = new ShaderNode( ( inputs ) => {
  69. const { lightDirection, lightColor, reflectedLight } = inputs;
  70. const dotNL = transformedNormalView.dot( lightDirection ).clamp();
  71. const irradiance = dotNL.mul( lightColor );
  72. if ( reflectedLight.clearcoatSpecular ) {
  73. const dotNLcc = transformedClearcoatNormalView.dot( lightDirection ).clamp();
  74. const ccIrradiance = dotNLcc.mul( lightColor );
  75. reflectedLight.clearcoatSpecular.addAssign( ccIrradiance.mul( BRDF_GGX.call( { lightDirection, f0: clearcoatF0, f90: clearcoatF90, roughness: clearcoatRoughness, normalView: transformedClearcoatNormalView } ) ) );
  76. }
  77. reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert.call( { diffuseColor: diffuseColor.rgb } ) ) );
  78. reflectedLight.directSpecular.addAssign( irradiance.mul( BRDF_GGX.call( { lightDirection, f0: specularColor, f90: 1, roughness } ) ) );
  79. } );
  80. const RE_AmbientOcclusion_Physical = new ShaderNode( ( context ) => {
  81. const { ambientOcclusion, reflectedLight } = context;
  82. const dotNV = transformedNormalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV
  83. const aoNV = dotNV.add( ambientOcclusion );
  84. const aoExp = roughness.mul( - 16.0 ).oneMinus().negate().exp2();
  85. const aoNode = ambientOcclusion.sub( aoNV.pow( aoExp ).oneMinus() ).clamp();
  86. reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
  87. reflectedLight.indirectSpecular.mulAssign( aoNode );
  88. } );
  89. const physicalLightingModel = lightingModel( LM_Init, RE_Direct_Physical, RE_IndirectDiffuse_Physical, RE_IndirectSpecular_Physical, RE_AmbientOcclusion_Physical );
  90. export default physicalLightingModel;