| export default ` |
| |
| // Analytical approximation of the DFG LUT, one half of the |
| // split-sum approximation used in indirect specular lighting. |
| // via 'environmentBRDF' from "Physically Based Shading on Mobile" |
| // https://www.unrealengine.com/blog/physically-based-shading-on-mobile - environmentBRDF for GGX on mobile |
| vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) { |
| const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 ); |
| |
| const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 ); |
| |
| vec4 r = roughness * c0 + c1; |
| |
| float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y; |
| |
| return vec2( -1.04, 1.04 ) * a004 + r.zw; |
| |
| } |
| |
| float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) { |
| |
| #if defined ( PHYSICALLY_CORRECT_LIGHTS ) |
| |
| // based upon Frostbite 3 Moving to Physically-based Rendering |
| // page 32, equation 26: E[window1] |
| // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf |
| // this is intended to be used on spot and point lights who are represented as luminous intensity |
| // but who must be converted to luminous irradiance for surface lighting calculation |
| float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 ); |
| |
| if( cutoffDistance > 0.0 ) { |
| |
| distanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) ); |
| |
| } |
| |
| return distanceFalloff; |
| |
| #else |
| |
| if( cutoffDistance > 0.0 && decayExponent > 0.0 ) { |
| |
| return pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent ); |
| |
| } |
| |
| return 1.0; |
| |
| #endif |
| |
| } |
| |
| vec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) { |
| |
| return RECIPROCAL_PI * diffuseColor; |
| |
| } // validated |
| |
| vec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) { |
| |
| // Original approximation by Christophe Schlick '94 |
| // float fresnel = pow( 1.0 - dotLH, 5.0 ); |
| |
| // Optimized variant (presented by Epic at SIGGRAPH '13) |
| // https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf |
| float fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH ); |
| |
| return ( 1.0 - specularColor ) * fresnel + specularColor; |
| |
| } // validated |
| |
| // Microfacet Models for Refraction through Rough Surfaces - equation (34) |
| // http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html |
| // alpha is "roughness squared" in Disney’s reparameterization |
| float G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) { |
| |
| // geometry term (normalized) = G(l)⋅G(v) / 4(n⋅l)(n⋅v) |
| // also see #12151 |
| |
| float a2 = pow2( alpha ); |
| |
| float gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) ); |
| float gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) ); |
| |
| return 1.0 / ( gl * gv ); |
| |
| } // validated |
| |
| // Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2 |
| // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf |
| float G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) { |
| |
| float a2 = pow2( alpha ); |
| |
| // dotNL and dotNV are explicitly swapped. This is not a mistake. |
| float gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) ); |
| float gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) ); |
| |
| return 0.5 / max( gv + gl, EPSILON ); |
| |
| } |
| |
| // Microfacet Models for Refraction through Rough Surfaces - equation (33) |
| // http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html |
| // alpha is "roughness squared" in Disney’s reparameterization |
| float D_GGX( const in float alpha, const in float dotNH ) { |
| |
| float a2 = pow2( alpha ); |
| |
| float denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0; // avoid alpha = 0 with dotNH = 1 |
| |
| return RECIPROCAL_PI * a2 / pow2( denom ); |
| |
| } |
| |
| // GGX Distribution, Schlick Fresnel, GGX-Smith Visibility |
| vec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) { |
| |
| float alpha = pow2( roughness ); // UE4's roughness |
| |
| vec3 halfDir = normalize( incidentLight.direction + geometry.viewDir ); |
| |
| float dotNL = saturate( dot( geometry.normal, incidentLight.direction ) ); |
| float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) ); |
| float dotNH = saturate( dot( geometry.normal, halfDir ) ); |
| float dotLH = saturate( dot( incidentLight.direction, halfDir ) ); |
| |
| vec3 F = F_Schlick( specularColor, dotLH ); |
| |
| float G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV ); |
| |
| float D = D_GGX( alpha, dotNH ); |
| |
| return F * ( G * D ); |
| |
| } // validated |
| |
| // Rect Area Light |
| |
| // Real-Time Polygonal-Light Shading with Linearly Transformed Cosines |
| // by Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt |
| // code: https://github.com/selfshadow/ltc_code/ |
| |
| vec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) { |
| |
| const float LUT_SIZE = 64.0; |
| const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE; |
| const float LUT_BIAS = 0.5 / LUT_SIZE; |
| |
| float dotNV = saturate( dot( N, V ) ); |
| |
| // texture parameterized by sqrt( GGX alpha ) and sqrt( 1 - cos( theta ) ) |
| vec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) ); |
| |
| uv = uv * LUT_SCALE + LUT_BIAS; |
| |
| return uv; |
| |
| } |
| |
| float LTC_ClippedSphereFormFactor( const in vec3 f ) { |
| |
| // Real-Time Area Lighting: a Journey from Research to Production (p.102) |
| // An approximation of the form factor of a horizon-clipped rectangle. |
| |
| float l = length( f ); |
| |
| return max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 ); |
| |
| } |
| |
| vec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) { |
| |
| float x = dot( v1, v2 ); |
| |
| float y = abs( x ); |
| |
| // rational polynomial approximation to theta / sin( theta ) / 2PI |
| float a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y; |
| float b = 3.4175940 + ( 4.1616724 + y ) * y; |
| float v = a / b; |
| |
| float theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v; |
| |
| return cross( v1, v2 ) * theta_sintheta; |
| |
| } |
| |
| vec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) { |
| |
| // bail if point is on back side of plane of light |
| // assumes ccw winding order of light vertices |
| vec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ]; |
| vec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ]; |
| vec3 lightNormal = cross( v1, v2 ); |
| |
| if( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 ); |
| |
| // construct orthonormal basis around N |
| vec3 T1, T2; |
| T1 = normalize( V - N * dot( V, N ) ); |
| T2 = - cross( N, T1 ); // negated from paper; possibly due to a different handedness of world coordinate system |
| |
| // compute transform |
| mat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) ); |
| |
| // transform rect |
| vec3 coords[ 4 ]; |
| coords[ 0 ] = mat * ( rectCoords[ 0 ] - P ); |
| coords[ 1 ] = mat * ( rectCoords[ 1 ] - P ); |
| coords[ 2 ] = mat * ( rectCoords[ 2 ] - P ); |
| coords[ 3 ] = mat * ( rectCoords[ 3 ] - P ); |
| |
| // project rect onto sphere |
| coords[ 0 ] = normalize( coords[ 0 ] ); |
| coords[ 1 ] = normalize( coords[ 1 ] ); |
| coords[ 2 ] = normalize( coords[ 2 ] ); |
| coords[ 3 ] = normalize( coords[ 3 ] ); |
| |
| // calculate vector form factor |
| vec3 vectorFormFactor = vec3( 0.0 ); |
| vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] ); |
| vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] ); |
| vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] ); |
| vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] ); |
| |
| // adjust for horizon clipping |
| float result = LTC_ClippedSphereFormFactor( vectorFormFactor ); |
| |
| /* |
| // alternate method of adjusting for horizon clipping (see referece) |
| // refactoring required |
| float len = length( vectorFormFactor ); |
| float z = vectorFormFactor.z / len; |
| |
| const float LUT_SIZE = 64.0; |
| const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE; |
| const float LUT_BIAS = 0.5 / LUT_SIZE; |
| |
| // tabulated horizon-clipped sphere, apparently... |
| vec2 uv = vec2( z * 0.5 + 0.5, len ); |
| uv = uv * LUT_SCALE + LUT_BIAS; |
| |
| float scale = texture2D( ltc_2, uv ).w; |
| |
| float result = len * scale; |
| */ |
| |
| return vec3( result ); |
| |
| } |
| |
| // End Rect Area Light |
| |
| // ref: https://www.unrealengine.com/blog/physically-based-shading-on-mobile - environmentBRDF for GGX on mobile |
| vec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) { |
| |
| float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) ); |
| |
| vec2 brdf = integrateSpecularBRDF( dotNV, roughness ); |
| |
| return specularColor * brdf.x + brdf.y; |
| |
| } // validated |
| |
| // 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/ |
| void BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) { |
| |
| float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) ); |
| |
| vec3 F = F_Schlick( specularColor, dotNV ); |
| vec2 brdf = integrateSpecularBRDF( dotNV, roughness ); |
| vec3 FssEss = F * brdf.x + brdf.y; |
| |
| float Ess = brdf.x + brdf.y; |
| float Ems = 1.0 - Ess; |
| |
| // Paper incorrect indicates coefficient is PI/21, and will |
| // be corrected to 1/21 in future updates. |
| vec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619; // 1/21 |
| vec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg ); |
| |
| singleScatter += FssEss; |
| multiScatter += Fms * Ems; |
| |
| } |
| |
| float G_BlinnPhong_Implicit( /* const in float dotNL, const in float dotNV */ ) { |
| |
| // geometry term is (n dot l)(n dot v) / 4(n dot l)(n dot v) |
| return 0.25; |
| |
| } |
| |
| float D_BlinnPhong( const in float shininess, const in float dotNH ) { |
| |
| return RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess ); |
| |
| } |
| |
| vec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) { |
| |
| vec3 halfDir = normalize( incidentLight.direction + geometry.viewDir ); |
| |
| //float dotNL = saturate( dot( geometry.normal, incidentLight.direction ) ); |
| //float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) ); |
| float dotNH = saturate( dot( geometry.normal, halfDir ) ); |
| float dotLH = saturate( dot( incidentLight.direction, halfDir ) ); |
| |
| vec3 F = F_Schlick( specularColor, dotLH ); |
| |
| float G = G_BlinnPhong_Implicit( /* dotNL, dotNV */ ); |
| |
| float D = D_BlinnPhong( shininess, dotNH ); |
| |
| return F * ( G * D ); |
| |
| } // validated |
| |
| // source: http://simonstechblog.blogspot.ca/2011/12/microfacet-brdf.html |
| float GGXRoughnessToBlinnExponent( const in float ggxRoughness ) { |
| return ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 ); |
| } |
| |
| float BlinnExponentToGGXRoughness( const in float blinnExponent ) { |
| return sqrt( 2.0 / ( blinnExponent + 2.0 ) ); |
| } |
| `; |
|
|