Based on http://jcgt.org/published/0008/01/03/ This is a simple trick that does *not* have a huge performance impact but does work pretty well. It just modifies the Fresnel term to account for the multibounce energy loss (coloration). However this makes the shader variations count double. To avoid this we use a uniform and pass the multiscatter use flag inside the sign of f90. This is a bit hacky but avoids many code duplication. This uses the simplification proposed by McAuley in A Journey Through Implementing Multiscattering BRDFs and Area Lights This does not handle area light differently than the IBL case but that's already an issue in current implementation. This is related to T68460. Reviewed By: brecht Differential Revision: https://developer.blender.org/D8912
493 lines
21 KiB
GLSL
493 lines
21 KiB
GLSL
#ifndef VOLUMETRICS
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vec3 tint_from_color(vec3 color)
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{
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float lum = dot(color, vec3(0.3, 0.6, 0.1)); /* luminance approx. */
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return (lum > 0) ? color / lum : vec3(1.0); /* normalize lum. to isolate hue+sat */
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}
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void convert_metallic_to_specular_tinted(vec3 basecol,
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vec3 basecol_tint,
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float metallic,
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float specular_fac,
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float specular_tint,
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out vec3 diffuse,
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out vec3 f0)
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{
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vec3 tmp_col = mix(vec3(1.0), basecol_tint, specular_tint);
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f0 = mix((0.08 * specular_fac) * tmp_col, basecol, metallic);
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diffuse = basecol * (1.0 - metallic);
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}
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/* Output sheen is to be multiplied by sheen_color. */
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void principled_sheen(float NV,
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vec3 basecol_tint,
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float sheen,
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float sheen_tint,
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out float out_sheen,
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out vec3 sheen_color)
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{
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float f = 1.0 - NV;
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/* Temporary fix for T59784. Normal map seems to contain NaNs for tangent space normal maps,
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* therefore we need to clamp value. */
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f = clamp(f, 0.0, 1.0);
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/* Empirical approximation (manual curve fitting). Can be refined. */
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out_sheen = f * f * f * 0.077 + f * 0.01 + 0.00026;
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sheen_color = sheen * mix(vec3(1.0), basecol_tint, sheen_tint);
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}
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void node_bsdf_principled(vec4 base_color,
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float subsurface,
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vec3 subsurface_radius,
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vec4 subsurface_color,
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float metallic,
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float specular,
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float specular_tint,
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float roughness,
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float anisotropic,
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float anisotropic_rotation,
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float sheen,
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float sheen_tint,
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float clearcoat,
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float clearcoat_roughness,
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float ior,
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float transmission,
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float transmission_roughness,
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vec4 emission,
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float emission_strength,
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float alpha,
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vec3 N,
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vec3 CN,
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vec3 T,
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vec3 I,
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float use_multiscatter,
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float ssr_id,
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float sss_id,
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vec3 sss_scale,
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out Closure result)
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{
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N = normalize(N);
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ior = max(ior, 1e-5);
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metallic = saturate(metallic);
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transmission = saturate(transmission);
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float m_transmission = 1.0 - transmission;
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float dielectric = 1.0 - metallic;
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transmission *= dielectric;
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sheen *= dielectric;
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subsurface_color *= dielectric;
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vec3 diffuse, f0, out_diff, out_spec, out_refr, ssr_spec, sheen_color;
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float out_sheen;
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vec3 ctint = tint_from_color(base_color.rgb);
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convert_metallic_to_specular_tinted(
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base_color.rgb, ctint, metallic, specular, specular_tint, diffuse, f0);
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float NV = dot(N, cameraVec);
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principled_sheen(NV, ctint, sheen, sheen_tint, out_sheen, sheen_color);
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vec3 f90 = mix(vec3(1.0), f0, (1.0 - specular) * metallic);
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/* Far from being accurate, but 2 glossy evaluation is too expensive.
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* Most noticeable difference is at grazing angles since the bsdf lut
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* f0 color interpolation is done on top of this interpolation. */
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vec3 f0_glass = mix(vec3(1.0), base_color.rgb, specular_tint);
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float fresnel = F_eta(ior, NV);
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vec3 spec_col = F_color_blend(ior, fresnel, f0_glass) * fresnel;
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f0 = mix(f0, spec_col, transmission);
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f90 = mix(f90, spec_col, transmission);
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/* Really poor approximation but needed to workaround issues with renderpasses. */
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spec_col = mix(vec3(1.0), spec_col, transmission);
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/* Match cycles. */
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spec_col += float(clearcoat > 1e-5);
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vec3 mixed_ss_base_color = mix(diffuse, subsurface_color.rgb, subsurface);
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float sss_scalef = avg(sss_scale) * subsurface;
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eevee_closure_principled(N,
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mixed_ss_base_color,
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f0,
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/* HACK: Pass the multiscatter flag as the sign to not add closure
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* variations or increase register usage. */
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(use_multiscatter != 0.0) ? f90 : -f90,
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int(ssr_id),
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roughness,
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CN,
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clearcoat * 0.25,
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clearcoat_roughness,
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1.0,
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sss_scalef,
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ior,
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true,
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out_diff,
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out_spec,
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out_refr,
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ssr_spec);
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vec3 refr_color = base_color.rgb;
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refr_color *= (refractionDepth > 0.0) ? refr_color :
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vec3(1.0); /* Simulate 2 transmission event */
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refr_color *= saturate(1.0 - fresnel) * transmission;
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sheen_color *= m_transmission;
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mixed_ss_base_color *= m_transmission;
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result = CLOSURE_DEFAULT;
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result.radiance = render_pass_glossy_mask(refr_color, out_refr * refr_color);
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result.radiance += render_pass_glossy_mask(spec_col, out_spec);
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/* Coarse approx. */
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result.radiance += render_pass_diffuse_mask(sheen_color, out_diff * out_sheen * sheen_color);
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result.radiance += render_pass_emission_mask(emission.rgb * emission_strength);
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result.radiance *= alpha;
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closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result);
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mixed_ss_base_color *= alpha;
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closure_load_sss_data(sss_scalef, out_diff, mixed_ss_base_color, int(sss_id), result);
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result.transmittance = vec3(1.0 - alpha);
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}
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void node_bsdf_principled_dielectric(vec4 base_color,
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float subsurface,
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vec3 subsurface_radius,
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vec4 subsurface_color,
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float metallic,
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float specular,
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float specular_tint,
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float roughness,
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float anisotropic,
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float anisotropic_rotation,
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float sheen,
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float sheen_tint,
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float clearcoat,
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float clearcoat_roughness,
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float ior,
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float transmission,
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float transmission_roughness,
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vec4 emission,
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float emission_strength,
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float alpha,
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vec3 N,
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vec3 CN,
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vec3 T,
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vec3 I,
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float use_multiscatter,
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float ssr_id,
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float sss_id,
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vec3 sss_scale,
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out Closure result)
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{
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N = normalize(N);
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metallic = saturate(metallic);
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float dielectric = 1.0 - metallic;
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vec3 diffuse, f0, out_diff, out_spec, ssr_spec, sheen_color;
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float out_sheen;
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vec3 ctint = tint_from_color(base_color.rgb);
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convert_metallic_to_specular_tinted(
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base_color.rgb, ctint, metallic, specular, specular_tint, diffuse, f0);
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vec3 f90 = mix(vec3(1.0), f0, (1.0 - specular) * metallic);
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float NV = dot(N, cameraVec);
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principled_sheen(NV, ctint, sheen, sheen_tint, out_sheen, sheen_color);
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eevee_closure_default(N,
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diffuse,
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f0,
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/* HACK: Pass the multiscatter flag as the sign to not add closure
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* variations or increase register usage. */
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(use_multiscatter != 0.0) ? f90 : -f90,
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int(ssr_id),
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roughness,
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1.0,
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true,
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out_diff,
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out_spec,
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ssr_spec);
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result = CLOSURE_DEFAULT;
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result.radiance = render_pass_glossy_mask(vec3(1.0), out_spec);
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result.radiance += render_pass_diffuse_mask(sheen_color, out_diff * out_sheen * sheen_color);
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result.radiance += render_pass_diffuse_mask(diffuse, out_diff * diffuse);
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result.radiance += render_pass_emission_mask(emission.rgb * emission_strength);
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result.radiance *= alpha;
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closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result);
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result.transmittance = vec3(1.0 - alpha);
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}
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void node_bsdf_principled_metallic(vec4 base_color,
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float subsurface,
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vec3 subsurface_radius,
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vec4 subsurface_color,
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float metallic,
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float specular,
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float specular_tint,
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float roughness,
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float anisotropic,
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float anisotropic_rotation,
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float sheen,
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float sheen_tint,
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float clearcoat,
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float clearcoat_roughness,
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float ior,
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float transmission,
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float transmission_roughness,
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vec4 emission,
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float emission_strength,
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float alpha,
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vec3 N,
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vec3 CN,
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vec3 T,
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vec3 I,
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float use_multiscatter,
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float ssr_id,
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float sss_id,
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vec3 sss_scale,
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out Closure result)
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{
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N = normalize(N);
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vec3 out_spec, ssr_spec;
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vec3 f90 = mix(vec3(1.0), base_color.rgb, (1.0 - specular) * metallic);
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eevee_closure_glossy(N,
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base_color.rgb,
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/* HACK: Pass the multiscatter flag as the sign to not add closure
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* variations or increase register usage. */
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(use_multiscatter != 0.0) ? f90 : -f90,
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int(ssr_id),
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roughness,
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1.0,
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true,
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out_spec,
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ssr_spec);
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result = CLOSURE_DEFAULT;
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result.radiance = render_pass_glossy_mask(vec3(1.0), out_spec);
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result.radiance += render_pass_emission_mask(emission.rgb * emission_strength);
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result.radiance *= alpha;
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closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result);
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result.transmittance = vec3(1.0 - alpha);
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}
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void node_bsdf_principled_clearcoat(vec4 base_color,
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float subsurface,
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vec3 subsurface_radius,
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vec4 subsurface_color,
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float metallic,
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float specular,
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float specular_tint,
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float roughness,
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float anisotropic,
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float anisotropic_rotation,
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float sheen,
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float sheen_tint,
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float clearcoat,
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float clearcoat_roughness,
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float ior,
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float transmission,
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float transmission_roughness,
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vec4 emission,
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float emission_strength,
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float alpha,
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vec3 N,
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vec3 CN,
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vec3 T,
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vec3 I,
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float use_multiscatter,
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float ssr_id,
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float sss_id,
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vec3 sss_scale,
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out Closure result)
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{
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vec3 out_spec, ssr_spec;
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N = normalize(N);
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vec3 f90 = mix(vec3(1.0), base_color.rgb, (1.0 - specular) * metallic);
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eevee_closure_clearcoat(N,
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base_color.rgb,
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/* HACK: Pass the multiscatter flag as the sign to not add closure
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* variations or increase register usage. */
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(use_multiscatter != 0.0) ? f90 : -f90,
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int(ssr_id),
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roughness,
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CN,
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clearcoat * 0.25,
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clearcoat_roughness,
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1.0,
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true,
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out_spec,
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ssr_spec);
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/* Match cycles. */
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float spec_col = 1.0 + float(clearcoat > 1e-5);
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result = CLOSURE_DEFAULT;
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result.radiance = render_pass_glossy_mask(vec3(spec_col), out_spec);
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result.radiance += render_pass_emission_mask(emission.rgb * emission_strength);
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result.radiance *= alpha;
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closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result);
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result.transmittance = vec3(1.0 - alpha);
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}
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void node_bsdf_principled_subsurface(vec4 base_color,
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float subsurface,
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vec3 subsurface_radius,
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vec4 subsurface_color,
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float metallic,
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float specular,
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float specular_tint,
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float roughness,
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float anisotropic,
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float anisotropic_rotation,
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float sheen,
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float sheen_tint,
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float clearcoat,
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float clearcoat_roughness,
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float ior,
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float transmission,
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float transmission_roughness,
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vec4 emission,
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float emission_strength,
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float alpha,
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vec3 N,
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vec3 CN,
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vec3 T,
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vec3 I,
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float use_multiscatter,
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float ssr_id,
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float sss_id,
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vec3 sss_scale,
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out Closure result)
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{
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metallic = saturate(metallic);
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N = normalize(N);
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vec3 diffuse, f0, out_diff, out_spec, ssr_spec, sheen_color;
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float out_sheen;
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vec3 ctint = tint_from_color(base_color.rgb);
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convert_metallic_to_specular_tinted(
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base_color.rgb, ctint, metallic, specular, specular_tint, diffuse, f0);
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subsurface_color = subsurface_color * (1.0 - metallic);
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vec3 mixed_ss_base_color = mix(diffuse, subsurface_color.rgb, subsurface);
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float sss_scalef = avg(sss_scale) * subsurface;
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float NV = dot(N, cameraVec);
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principled_sheen(NV, ctint, sheen, sheen_tint, out_sheen, sheen_color);
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vec3 f90 = mix(vec3(1.0), base_color.rgb, (1.0 - specular) * metallic);
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eevee_closure_skin(N,
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mixed_ss_base_color,
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f0,
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/* HACK: Pass the multiscatter flag as the sign to not add closure variations
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or increase register usage. */
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(use_multiscatter != 0.0) ? f90 : -f90,
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int(ssr_id),
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roughness,
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1.0,
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sss_scalef,
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true,
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out_diff,
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out_spec,
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ssr_spec);
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result = CLOSURE_DEFAULT;
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result.radiance = render_pass_glossy_mask(vec3(1.0), out_spec);
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result.radiance += render_pass_diffuse_mask(sheen_color, out_diff * out_sheen * sheen_color);
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result.radiance += render_pass_emission_mask(emission.rgb * emission_strength);
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result.radiance *= alpha;
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closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result);
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mixed_ss_base_color *= alpha;
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closure_load_sss_data(sss_scalef, out_diff, mixed_ss_base_color, int(sss_id), result);
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result.transmittance = vec3(1.0 - alpha);
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}
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void node_bsdf_principled_glass(vec4 base_color,
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float subsurface,
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vec3 subsurface_radius,
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vec4 subsurface_color,
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float metallic,
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float specular,
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float specular_tint,
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float roughness,
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float anisotropic,
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float anisotropic_rotation,
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float sheen,
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float sheen_tint,
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float clearcoat,
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float clearcoat_roughness,
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float ior,
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float transmission,
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float transmission_roughness,
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vec4 emission,
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float emission_strength,
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float alpha,
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vec3 N,
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vec3 CN,
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vec3 T,
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vec3 I,
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float use_multiscatter,
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float ssr_id,
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float sss_id,
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vec3 sss_scale,
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out Closure result)
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{
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ior = max(ior, 1e-5);
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N = normalize(N);
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vec3 f0, out_spec, out_refr, ssr_spec;
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f0 = mix(vec3(1.0), base_color.rgb, specular_tint);
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eevee_closure_glass(N,
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vec3(1.0),
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vec3(1.0),
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int(ssr_id),
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roughness,
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1.0,
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ior,
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true,
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out_spec,
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out_refr,
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ssr_spec);
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vec3 refr_color = base_color.rgb;
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refr_color *= (refractionDepth > 0.0) ? refr_color :
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vec3(1.0); /* Simulate 2 transmission events */
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float fresnel = F_eta(ior, dot(N, cameraVec));
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vec3 spec_col = F_color_blend(ior, fresnel, f0);
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spec_col *= fresnel;
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refr_color *= (1.0 - fresnel);
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ssr_spec *= spec_col;
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result = CLOSURE_DEFAULT;
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result.radiance = render_pass_glossy_mask(refr_color, out_refr * refr_color);
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result.radiance += render_pass_glossy_mask(spec_col, out_spec * spec_col);
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result.radiance += render_pass_emission_mask(emission.rgb * emission_strength);
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result.radiance *= alpha;
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closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result);
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result.transmittance = vec3(1.0 - alpha);
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}
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#else
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/* clang-format off */
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/* Stub principled because it is not compatible with volumetrics. */
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# define node_bsdf_principled(a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z, aa, bb, result) (result = CLOSURE_DEFAULT)
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# define node_bsdf_principled_dielectric(a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z, aa, bb, result) (result = CLOSURE_DEFAULT)
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# define node_bsdf_principled_metallic(a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z, aa, bb, result) (result = CLOSURE_DEFAULT)
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# define node_bsdf_principled_clearcoat(a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z, aa, bb, result) (result = CLOSURE_DEFAULT)
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# define node_bsdf_principled_subsurface(a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z, aa, bb, result) (result = CLOSURE_DEFAULT)
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# define node_bsdf_principled_glass(a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z, aa, bb, result) (result = CLOSURE_DEFAULT)
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/* clang-format on */
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#endif
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