PhysicalLightingModel.js 21 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 Schlick_to_F0 from './BSDF/Schlick_to_F0.js';
  7. import BRDF_Sheen from './BSDF/BRDF_Sheen.js';
  8. import { LTC_Evaluate, LTC_Uv } from './BSDF/LTC.js';
  9. import LightingModel from '../core/LightingModel.js';
  10. import { diffuseColor, specularColor, specularF90, roughness, clearcoat, clearcoatRoughness, sheen, sheenRoughness, iridescence, iridescenceIOR, iridescenceThickness, ior, thickness, transmission, attenuationDistance, attenuationColor, dispersion } from '../core/PropertyNode.js';
  11. import { transformedNormalView, transformedClearcoatNormalView, transformedNormalWorld } from '../accessors/NormalNode.js';
  12. import { positionViewDirection, positionView, positionWorld } from '../accessors/PositionNode.js';
  13. import { tslFn, float, vec2, vec3, vec4, mat3, If } from '../shadernode/ShaderNode.js';
  14. import { cond } from '../math/CondNode.js';
  15. import { mix, normalize, refract, length, clamp, log2, log, exp, smoothstep } from '../math/MathNode.js';
  16. import { div } from '../math/OperatorNode.js';
  17. import { cameraPosition, cameraProjectionMatrix, cameraViewMatrix } from '../accessors/CameraNode.js';
  18. import { modelWorldMatrix } from '../accessors/ModelNode.js';
  19. import { viewportResolution } from '../display/ViewportNode.js';
  20. import { viewportMipTexture } from '../display/ViewportTextureNode.js';
  21. import { loop } from '../utils/LoopNode.js';
  22. //
  23. // Transmission
  24. //
  25. const getVolumeTransmissionRay = tslFn( ( [ n, v, thickness, ior, modelMatrix ] ) => {
  26. // Direction of refracted light.
  27. const refractionVector = vec3( refract( v.negate(), normalize( n ), div( 1.0, ior ) ) );
  28. // Compute rotation-independant scaling of the model matrix.
  29. const modelScale = vec3(
  30. length( modelMatrix[ 0 ].xyz ),
  31. length( modelMatrix[ 1 ].xyz ),
  32. length( modelMatrix[ 2 ].xyz )
  33. );
  34. // The thickness is specified in local space.
  35. return normalize( refractionVector ).mul( thickness.mul( modelScale ) );
  36. } ).setLayout( {
  37. name: 'getVolumeTransmissionRay',
  38. type: 'vec3',
  39. inputs: [
  40. { name: 'n', type: 'vec3' },
  41. { name: 'v', type: 'vec3' },
  42. { name: 'thickness', type: 'float' },
  43. { name: 'ior', type: 'float' },
  44. { name: 'modelMatrix', type: 'mat4' }
  45. ]
  46. } );
  47. const applyIorToRoughness = tslFn( ( [ roughness, ior ] ) => {
  48. // Scale roughness with IOR so that an IOR of 1.0 results in no microfacet refraction and
  49. // an IOR of 1.5 results in the default amount of microfacet refraction.
  50. return roughness.mul( clamp( ior.mul( 2.0 ).sub( 2.0 ), 0.0, 1.0 ) );
  51. } ).setLayout( {
  52. name: 'applyIorToRoughness',
  53. type: 'float',
  54. inputs: [
  55. { name: 'roughness', type: 'float' },
  56. { name: 'ior', type: 'float' }
  57. ]
  58. } );
  59. const singleViewportMipTexture = viewportMipTexture();
  60. const getTransmissionSample = tslFn( ( [ fragCoord, roughness, ior ] ) => {
  61. const transmissionSample = singleViewportMipTexture.uv( fragCoord );
  62. //const transmissionSample = viewportMipTexture( fragCoord );
  63. const lod = log2( float( viewportResolution.x ) ).mul( applyIorToRoughness( roughness, ior ) );
  64. return transmissionSample.bicubic( lod );
  65. } );
  66. const volumeAttenuation = tslFn( ( [ transmissionDistance, attenuationColor, attenuationDistance ] ) => {
  67. If( attenuationDistance.notEqual( 0 ), () => {
  68. // Compute light attenuation using Beer's law.
  69. const attenuationCoefficient = log( attenuationColor ).negate().div( attenuationDistance );
  70. const transmittance = exp( attenuationCoefficient.negate().mul( transmissionDistance ) );
  71. return transmittance;
  72. } );
  73. // Attenuation distance is +∞, i.e. the transmitted color is not attenuated at all.
  74. return vec3( 1.0 );
  75. } ).setLayout( {
  76. name: 'volumeAttenuation',
  77. type: 'vec3',
  78. inputs: [
  79. { name: 'transmissionDistance', type: 'float' },
  80. { name: 'attenuationColor', type: 'vec3' },
  81. { name: 'attenuationDistance', type: 'float' }
  82. ]
  83. } );
  84. const getIBLVolumeRefraction = tslFn( ( [ n, v, roughness, diffuseColor, specularColor, specularF90, position, modelMatrix, viewMatrix, projMatrix, ior, thickness, attenuationColor, attenuationDistance, dispersion ] ) => {
  85. let transmittedLight, transmittance;
  86. if ( dispersion ) {
  87. transmittedLight = vec4().toVar();
  88. transmittance = vec3().toVar();
  89. const halfSpread = ior.sub( 1.0 ).mul( dispersion.mul( 0.025 ) );
  90. const iors = vec3( ior.sub( halfSpread ), ior, ior.add( halfSpread ) );
  91. loop( { start: 0, end: 3 }, ( { i } ) => {
  92. const ior = iors.element( i );
  93. const transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
  94. const refractedRayExit = position.add( transmissionRay );
  95. // Project refracted vector on the framebuffer, while mapping to normalized device coordinates.
  96. const ndcPos = projMatrix.mul( viewMatrix.mul( vec4( refractedRayExit, 1.0 ) ) );
  97. const refractionCoords = vec2( ndcPos.xy.div( ndcPos.w ) ).toVar();
  98. refractionCoords.addAssign( 1.0 );
  99. refractionCoords.divAssign( 2.0 );
  100. refractionCoords.assign( vec2( refractionCoords.x, refractionCoords.y.oneMinus() ) ); // webgpu
  101. // Sample framebuffer to get pixel the refracted ray hits.
  102. const transmissionSample = getTransmissionSample( refractionCoords, roughness, ior );
  103. transmittedLight.element( i ).assign( transmissionSample.element( i ) );
  104. transmittedLight.a.addAssign( transmissionSample.a );
  105. transmittance.element( i ).assign( diffuseColor.element( i ).mul( volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance ).element( i ) ) );
  106. } );
  107. transmittedLight.a.divAssign( 3.0 );
  108. } else {
  109. const transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
  110. const refractedRayExit = position.add( transmissionRay );
  111. // Project refracted vector on the framebuffer, while mapping to normalized device coordinates.
  112. const ndcPos = projMatrix.mul( viewMatrix.mul( vec4( refractedRayExit, 1.0 ) ) );
  113. const refractionCoords = vec2( ndcPos.xy.div( ndcPos.w ) ).toVar();
  114. refractionCoords.addAssign( 1.0 );
  115. refractionCoords.divAssign( 2.0 );
  116. refractionCoords.assign( vec2( refractionCoords.x, refractionCoords.y.oneMinus() ) ); // webgpu
  117. // Sample framebuffer to get pixel the refracted ray hits.
  118. transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );
  119. transmittance = diffuseColor.mul( volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance ) );
  120. }
  121. const attenuatedColor = transmittance.rgb.mul( transmittedLight.rgb );
  122. const dotNV = n.dot( v ).clamp();
  123. // Get the specular component.
  124. const F = vec3( EnvironmentBRDF( { // n, v, specularColor, specularF90, roughness
  125. dotNV,
  126. specularColor,
  127. specularF90,
  128. roughness
  129. } ) );
  130. // As less light is transmitted, the opacity should be increased. This simple approximation does a decent job
  131. // of modulating a CSS background, and has no effect when the buffer is opaque, due to a solid object or clear color.
  132. const transmittanceFactor = transmittance.r.add( transmittance.g, transmittance.b ).div( 3.0 );
  133. return vec4( F.oneMinus().mul( attenuatedColor ), transmittedLight.a.oneMinus().mul( transmittanceFactor ).oneMinus() );
  134. } );
  135. //
  136. // Iridescence
  137. //
  138. // XYZ to linear-sRGB color space
  139. const XYZ_TO_REC709 = mat3(
  140. 3.2404542, - 0.9692660, 0.0556434,
  141. - 1.5371385, 1.8760108, - 0.2040259,
  142. - 0.4985314, 0.0415560, 1.0572252
  143. );
  144. // Assume air interface for top
  145. // Note: We don't handle the case fresnel0 == 1
  146. const Fresnel0ToIor = ( fresnel0 ) => {
  147. const sqrtF0 = fresnel0.sqrt();
  148. return vec3( 1.0 ).add( sqrtF0 ).div( vec3( 1.0 ).sub( sqrtF0 ) );
  149. };
  150. // ior is a value between 1.0 and 3.0. 1.0 is air interface
  151. const IorToFresnel0 = ( transmittedIor, incidentIor ) => {
  152. return transmittedIor.sub( incidentIor ).div( transmittedIor.add( incidentIor ) ).pow2();
  153. };
  154. // Fresnel equations for dielectric/dielectric interfaces.
  155. // Ref: https://belcour.github.io/blog/research/2017/05/01/brdf-thin-film.html
  156. // Evaluation XYZ sensitivity curves in Fourier space
  157. const evalSensitivity = ( OPD, shift ) => {
  158. const phase = OPD.mul( 2.0 * Math.PI * 1.0e-9 );
  159. const val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );
  160. const pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );
  161. const VAR = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );
  162. const x = float( 9.7470e-14 * Math.sqrt( 2.0 * Math.PI * 4.5282e+09 ) ).mul( phase.mul( 2.2399e+06 ).add( shift.x ).cos() ).mul( phase.pow2().mul( - 4.5282e+09 ).exp() );
  163. let xyz = val.mul( VAR.mul( 2.0 * Math.PI ).sqrt() ).mul( pos.mul( phase ).add( shift ).cos() ).mul( phase.pow2().negate().mul( VAR ).exp() );
  164. xyz = vec3( xyz.x.add( x ), xyz.y, xyz.z ).div( 1.0685e-7 );
  165. const rgb = XYZ_TO_REC709.mul( xyz );
  166. return rgb;
  167. };
  168. const evalIridescence = tslFn( ( { outsideIOR, eta2, cosTheta1, thinFilmThickness, baseF0 } ) => {
  169. // Force iridescenceIOR -> outsideIOR when thinFilmThickness -> 0.0
  170. const iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );
  171. // Evaluate the cosTheta on the base layer (Snell law)
  172. const sinTheta2Sq = outsideIOR.div( iridescenceIOR ).pow2().mul( float( 1 ).sub( cosTheta1.pow2() ) );
  173. // Handle TIR:
  174. const cosTheta2Sq = float( 1 ).sub( sinTheta2Sq );
  175. /*if ( cosTheta2Sq < 0.0 ) {
  176. return vec3( 1.0 );
  177. }*/
  178. const cosTheta2 = cosTheta2Sq.sqrt();
  179. // First interface
  180. const R0 = IorToFresnel0( iridescenceIOR, outsideIOR );
  181. const R12 = F_Schlick( { f0: R0, f90: 1.0, dotVH: cosTheta1 } );
  182. //const R21 = R12;
  183. const T121 = R12.oneMinus();
  184. const phi12 = iridescenceIOR.lessThan( outsideIOR ).cond( Math.PI, 0.0 );
  185. const phi21 = float( Math.PI ).sub( phi12 );
  186. // Second interface
  187. const baseIOR = Fresnel0ToIor( baseF0.clamp( 0.0, 0.9999 ) ); // guard against 1.0
  188. const R1 = IorToFresnel0( baseIOR, iridescenceIOR.toVec3() );
  189. const R23 = F_Schlick( { f0: R1, f90: 1.0, dotVH: cosTheta2 } );
  190. const phi23 = vec3(
  191. baseIOR.x.lessThan( iridescenceIOR ).cond( Math.PI, 0.0 ),
  192. baseIOR.y.lessThan( iridescenceIOR ).cond( Math.PI, 0.0 ),
  193. baseIOR.z.lessThan( iridescenceIOR ).cond( Math.PI, 0.0 )
  194. );
  195. // Phase shift
  196. const OPD = iridescenceIOR.mul( thinFilmThickness, cosTheta2, 2.0 );
  197. const phi = vec3( phi21 ).add( phi23 );
  198. // Compound terms
  199. const R123 = R12.mul( R23 ).clamp( 1e-5, 0.9999 );
  200. const r123 = R123.sqrt();
  201. const Rs = T121.pow2().mul( R23 ).div( vec3( 1.0 ).sub( R123 ) );
  202. // Reflectance term for m = 0 (DC term amplitude)
  203. const C0 = R12.add( Rs );
  204. let I = C0;
  205. // Reflectance term for m > 0 (pairs of diracs)
  206. let Cm = Rs.sub( T121 );
  207. for ( let m = 1; m <= 2; ++ m ) {
  208. Cm = Cm.mul( r123 );
  209. const Sm = evalSensitivity( float( m ).mul( OPD ), float( m ).mul( phi ) ).mul( 2.0 );
  210. I = I.add( Cm.mul( Sm ) );
  211. }
  212. // Since out of gamut colors might be produced, negative color values are clamped to 0.
  213. return I.max( vec3( 0.0 ) );
  214. } ).setLayout( {
  215. name: 'evalIridescence',
  216. type: 'vec3',
  217. inputs: [
  218. { name: 'outsideIOR', type: 'float' },
  219. { name: 'eta2', type: 'float' },
  220. { name: 'cosTheta1', type: 'float' },
  221. { name: 'thinFilmThickness', type: 'float' },
  222. { name: 'baseF0', type: 'vec3' }
  223. ]
  224. } );
  225. //
  226. // Sheen
  227. //
  228. // This is a curve-fit approxmation to the "Charlie sheen" BRDF integrated over the hemisphere from
  229. // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF". The analysis can be found
  230. // in the Sheen section of https://drive.google.com/file/d/1T0D1VSyR4AllqIJTQAraEIzjlb5h4FKH/view?usp=sharing
  231. const IBLSheenBRDF = tslFn( ( { normal, viewDir, roughness } ) => {
  232. const dotNV = normal.dot( viewDir ).saturate();
  233. const r2 = roughness.pow2();
  234. const a = cond(
  235. roughness.lessThan( 0.25 ),
  236. float( - 339.2 ).mul( r2 ).add( float( 161.4 ).mul( roughness ) ).sub( 25.9 ),
  237. float( - 8.48 ).mul( r2 ).add( float( 14.3 ).mul( roughness ) ).sub( 9.95 )
  238. );
  239. const b = cond(
  240. roughness.lessThan( 0.25 ),
  241. float( 44.0 ).mul( r2 ).sub( float( 23.7 ).mul( roughness ) ).add( 3.26 ),
  242. float( 1.97 ).mul( r2 ).sub( float( 3.27 ).mul( roughness ) ).add( 0.72 )
  243. );
  244. const DG = cond( roughness.lessThan( 0.25 ), 0.0, float( 0.1 ).mul( roughness ).sub( 0.025 ) ).add( a.mul( dotNV ).add( b ).exp() );
  245. return DG.mul( 1.0 / Math.PI ).saturate();
  246. } );
  247. const clearcoatF0 = vec3( 0.04 );
  248. const clearcoatF90 = float( 1 );
  249. //
  250. class PhysicalLightingModel extends LightingModel {
  251. constructor( clearcoat = false, sheen = false, iridescence = false, anisotropy = false, transmission = false, dispersion = false ) {
  252. super();
  253. this.clearcoat = clearcoat;
  254. this.sheen = sheen;
  255. this.iridescence = iridescence;
  256. this.anisotropy = anisotropy;
  257. this.transmission = transmission;
  258. this.dispersion = dispersion;
  259. this.clearcoatRadiance = null;
  260. this.clearcoatSpecularDirect = null;
  261. this.clearcoatSpecularIndirect = null;
  262. this.sheenSpecularDirect = null;
  263. this.sheenSpecularIndirect = null;
  264. this.iridescenceFresnel = null;
  265. this.iridescenceF0 = null;
  266. }
  267. start( context ) {
  268. if ( this.clearcoat === true ) {
  269. this.clearcoatRadiance = vec3().temp( 'clearcoatRadiance' );
  270. this.clearcoatSpecularDirect = vec3().temp( 'clearcoatSpecularDirect' );
  271. this.clearcoatSpecularIndirect = vec3().temp( 'clearcoatSpecularIndirect' );
  272. }
  273. if ( this.sheen === true ) {
  274. this.sheenSpecularDirect = vec3().temp( 'sheenSpecularDirect' );
  275. this.sheenSpecularIndirect = vec3().temp( 'sheenSpecularIndirect' );
  276. }
  277. if ( this.iridescence === true ) {
  278. const dotNVi = transformedNormalView.dot( positionViewDirection ).clamp();
  279. this.iridescenceFresnel = evalIridescence( {
  280. outsideIOR: float( 1.0 ),
  281. eta2: iridescenceIOR,
  282. cosTheta1: dotNVi,
  283. thinFilmThickness: iridescenceThickness,
  284. baseF0: specularColor
  285. } );
  286. this.iridescenceF0 = Schlick_to_F0( { f: this.iridescenceFresnel, f90: 1.0, dotVH: dotNVi } );
  287. }
  288. if ( this.transmission === true ) {
  289. const position = positionWorld;
  290. const v = cameraPosition.sub( positionWorld ).normalize(); // TODO: Create Node for this, same issue in MaterialX
  291. const n = transformedNormalWorld;
  292. context.backdrop = getIBLVolumeRefraction(
  293. n,
  294. v,
  295. roughness,
  296. diffuseColor,
  297. specularColor,
  298. specularF90, // specularF90
  299. position, // positionWorld
  300. modelWorldMatrix, // modelMatrix
  301. cameraViewMatrix, // viewMatrix
  302. cameraProjectionMatrix, // projMatrix
  303. ior,
  304. thickness,
  305. attenuationColor,
  306. attenuationDistance,
  307. this.dispersion ? dispersion : null
  308. );
  309. context.backdropAlpha = transmission;
  310. diffuseColor.a.mulAssign( mix( 1, context.backdrop.a, transmission ) );
  311. }
  312. }
  313. // Fdez-Agüera's "Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting"
  314. // Approximates multiscattering in order to preserve energy.
  315. // http://www.jcgt.org/published/0008/01/03/
  316. computeMultiscattering( singleScatter, multiScatter, specularF90 ) {
  317. const dotNV = transformedNormalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV
  318. const fab = DFGApprox( { roughness, dotNV } );
  319. const Fr = this.iridescenceF0 ? iridescence.mix( specularColor, this.iridescenceF0 ) : specularColor;
  320. const FssEss = Fr.mul( fab.x ).add( specularF90.mul( fab.y ) );
  321. const Ess = fab.x.add( fab.y );
  322. const Ems = Ess.oneMinus();
  323. const Favg = specularColor.add( specularColor.oneMinus().mul( 0.047619 ) ); // 1/21
  324. const Fms = FssEss.mul( Favg ).div( Ems.mul( Favg ).oneMinus() );
  325. singleScatter.addAssign( FssEss );
  326. multiScatter.addAssign( Fms.mul( Ems ) );
  327. }
  328. direct( { lightDirection, lightColor, reflectedLight } ) {
  329. const dotNL = transformedNormalView.dot( lightDirection ).clamp();
  330. const irradiance = dotNL.mul( lightColor );
  331. if ( this.sheen === true ) {
  332. this.sheenSpecularDirect.addAssign( irradiance.mul( BRDF_Sheen( { lightDirection } ) ) );
  333. }
  334. if ( this.clearcoat === true ) {
  335. const dotNLcc = transformedClearcoatNormalView.dot( lightDirection ).clamp();
  336. const ccIrradiance = dotNLcc.mul( lightColor );
  337. this.clearcoatSpecularDirect.addAssign( ccIrradiance.mul( BRDF_GGX( { lightDirection, f0: clearcoatF0, f90: clearcoatF90, roughness: clearcoatRoughness, normalView: transformedClearcoatNormalView } ) ) );
  338. }
  339. reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) );
  340. reflectedLight.directSpecular.addAssign( irradiance.mul( BRDF_GGX( { lightDirection, f0: specularColor, f90: 1, roughness, iridescence: this.iridescence, f: this.iridescenceFresnel, USE_IRIDESCENCE: this.iridescence, USE_ANISOTROPY: this.anisotropy } ) ) );
  341. }
  342. directRectArea( { lightColor, lightPosition, halfWidth, halfHeight, reflectedLight, ltc_1, ltc_2 } ) {
  343. const p0 = lightPosition.add( halfWidth ).sub( halfHeight ); // counterclockwise; light shines in local neg z direction
  344. const p1 = lightPosition.sub( halfWidth ).sub( halfHeight );
  345. const p2 = lightPosition.sub( halfWidth ).add( halfHeight );
  346. const p3 = lightPosition.add( halfWidth ).add( halfHeight );
  347. const N = transformedNormalView;
  348. const V = positionViewDirection;
  349. const P = positionView.toVar();
  350. const uv = LTC_Uv( { N, V, roughness } );
  351. const t1 = ltc_1.uv( uv ).toVar();
  352. const t2 = ltc_2.uv( uv ).toVar();
  353. const mInv = mat3(
  354. vec3( t1.x, 0, t1.y ),
  355. vec3( 0, 1, 0 ),
  356. vec3( t1.z, 0, t1.w )
  357. ).toVar();
  358. // LTC Fresnel Approximation by Stephen Hill
  359. // http://blog.selfshadow.com/publications/s2016-advances/s2016_ltc_fresnel.pdf
  360. const fresnel = specularColor.mul( t2.x ).add( specularColor.oneMinus().mul( t2.y ) ).toVar();
  361. reflectedLight.directSpecular.addAssign( lightColor.mul( fresnel ).mul( LTC_Evaluate( { N, V, P, mInv, p0, p1, p2, p3 } ) ) );
  362. reflectedLight.directDiffuse.addAssign( lightColor.mul( diffuseColor ).mul( LTC_Evaluate( { N, V, P, mInv: mat3( 1, 0, 0, 0, 1, 0, 0, 0, 1 ), p0, p1, p2, p3 } ) ) );
  363. }
  364. indirectDiffuse( { irradiance, reflectedLight } ) {
  365. reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) );
  366. }
  367. indirectSpecular( { radiance, iblIrradiance, reflectedLight } ) {
  368. if ( this.sheen === true ) {
  369. this.sheenSpecularIndirect.addAssign( iblIrradiance.mul(
  370. sheen,
  371. IBLSheenBRDF( {
  372. normal: transformedNormalView,
  373. viewDir: positionViewDirection,
  374. roughness: sheenRoughness
  375. } )
  376. ) );
  377. }
  378. if ( this.clearcoat === true ) {
  379. const dotNVcc = transformedClearcoatNormalView.dot( positionViewDirection ).clamp();
  380. const clearcoatEnv = EnvironmentBRDF( {
  381. dotNV: dotNVcc,
  382. specularColor: clearcoatF0,
  383. specularF90: clearcoatF90,
  384. roughness: clearcoatRoughness
  385. } );
  386. this.clearcoatSpecularIndirect.addAssign( this.clearcoatRadiance.mul( clearcoatEnv ) );
  387. }
  388. // Both indirect specular and indirect diffuse light accumulate here
  389. const singleScattering = vec3().temp( 'singleScattering' );
  390. const multiScattering = vec3().temp( 'multiScattering' );
  391. const cosineWeightedIrradiance = iblIrradiance.mul( 1 / Math.PI );
  392. this.computeMultiscattering( singleScattering, multiScattering, specularF90 );
  393. const totalScattering = singleScattering.add( multiScattering );
  394. const diffuse = diffuseColor.mul( totalScattering.r.max( totalScattering.g ).max( totalScattering.b ).oneMinus() );
  395. reflectedLight.indirectSpecular.addAssign( radiance.mul( singleScattering ) );
  396. reflectedLight.indirectSpecular.addAssign( multiScattering.mul( cosineWeightedIrradiance ) );
  397. reflectedLight.indirectDiffuse.addAssign( diffuse.mul( cosineWeightedIrradiance ) );
  398. }
  399. ambientOcclusion( { ambientOcclusion, reflectedLight } ) {
  400. const dotNV = transformedNormalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV
  401. const aoNV = dotNV.add( ambientOcclusion );
  402. const aoExp = roughness.mul( - 16.0 ).oneMinus().negate().exp2();
  403. const aoNode = ambientOcclusion.sub( aoNV.pow( aoExp ).oneMinus() ).clamp();
  404. if ( this.clearcoat === true ) {
  405. this.clearcoatSpecularIndirect.mulAssign( ambientOcclusion );
  406. }
  407. if ( this.sheen === true ) {
  408. this.sheenSpecularIndirect.mulAssign( ambientOcclusion );
  409. }
  410. reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
  411. reflectedLight.indirectSpecular.mulAssign( aoNode );
  412. }
  413. finish( context ) {
  414. const { outgoingLight } = context;
  415. if ( this.clearcoat === true ) {
  416. const dotNVcc = transformedClearcoatNormalView.dot( positionViewDirection ).clamp();
  417. const Fcc = F_Schlick( {
  418. dotVH: dotNVcc,
  419. f0: clearcoatF0,
  420. f90: clearcoatF90
  421. } );
  422. const clearcoatLight = outgoingLight.mul( clearcoat.mul( Fcc ).oneMinus() ).add( this.clearcoatSpecularDirect.add( this.clearcoatSpecularIndirect ).mul( clearcoat ) );
  423. outgoingLight.assign( clearcoatLight );
  424. }
  425. if ( this.sheen === true ) {
  426. const sheenEnergyComp = sheen.r.max( sheen.g ).max( sheen.b ).mul( 0.157 ).oneMinus();
  427. const sheenLight = outgoingLight.mul( sheenEnergyComp ).add( this.sheenSpecularDirect, this.sheenSpecularIndirect );
  428. outgoingLight.assign( sheenLight );
  429. }
  430. }
  431. }
  432. export default PhysicalLightingModel;