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- 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 { tslFn, 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 ) );
- };
- const LM_Init = tslFn( ( context, stack, builder ) => {
- if ( builder.includes( clearcoat ) ) {
- context.clearcoatRadiance = vec3().temp();
- context.reflectedLight.clearcoatSpecular = vec3().temp();
- const dotNVcc = transformedClearcoatNormalView.dot( positionViewDirection ).clamp();
- const Fcc = F_Schlick( {
- dotVH: dotNVcc,
- f0: clearcoatF0,
- f90: clearcoatF90
- } );
- const outgoingLight = context.reflectedLight.total;
- const clearcoatLight = outgoingLight.mul( clearcoat.mul( Fcc ).oneMinus() ).add( context.reflectedLight.clearcoatSpecular.mul( clearcoat ) );
- outgoingLight.assign( clearcoatLight );
- }
- if ( builder.includes( sheen ) ) {
- context.reflectedLight.sheenSpecular = vec3().temp();
- const outgoingLight = context.reflectedLight.total;
- const sheenEnergyComp = sheen.r.max( sheen.g ).max( sheen.b ).mul( 0.157 ).oneMinus();
- const sheenLight = outgoingLight.mul( sheenEnergyComp ).add( context.reflectedLight.sheenSpecular );
- outgoingLight.assign( sheenLight );
- }
- } );
- const RE_IndirectSpecular_Physical = tslFn( ( context ) => {
- const { radiance, iblIrradiance, reflectedLight } = context;
- if ( reflectedLight.sheenSpecular ) {
- reflectedLight.sheenSpecular.addAssign( iblIrradiance.mul(
- sheen,
- IBLSheenBRDF( transformedNormalView, positionViewDirection, sheenRoughness )
- ) );
- }
- if ( reflectedLight.clearcoatSpecular ) {
- const dotNVcc = transformedClearcoatNormalView.dot( positionViewDirection ).clamp();
- const clearcoatEnv = EnvironmentBRDF( {
- dotNV: dotNVcc,
- specularColor: clearcoatF0,
- specularF90: clearcoatF90,
- roughness: clearcoatRoughness
- } );
- reflectedLight.clearcoatSpecular.addAssign( context.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 ) );
- } );
- const RE_IndirectDiffuse_Physical = tslFn( ( context ) => {
- const { irradiance, reflectedLight } = context;
- reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) );
- } );
- const RE_Direct_Physical = tslFn( ( inputs ) => {
- const { lightDirection, lightColor, reflectedLight } = inputs;
- const dotNL = transformedNormalView.dot( lightDirection ).clamp();
- const irradiance = dotNL.mul( lightColor );
- if ( reflectedLight.sheenSpecular ) {
- reflectedLight.sheenSpecular.addAssign( irradiance.mul( BRDF_Sheen( { lightDirection } ) ) );
- }
- if ( reflectedLight.clearcoatSpecular ) {
- const dotNLcc = transformedClearcoatNormalView.dot( lightDirection ).clamp();
- const ccIrradiance = dotNLcc.mul( lightColor );
- reflectedLight.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 } ) ) );
- } );
- const RE_AmbientOcclusion_Physical = tslFn( ( context ) => {
- const { ambientOcclusion, reflectedLight } = context;
- 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 );
- } );
- const physicalLightingModel = lightingModel( LM_Init, RE_Direct_Physical, RE_IndirectDiffuse_Physical, RE_IndirectSpecular_Physical, RE_AmbientOcclusion_Physical );
- export default physicalLightingModel;
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