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test/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
Clément Foucault 3b3a5731df GPU: Shader: Change vector and matrix type to use blender convention
This unify the C++ and GLSL codebase style.

The GLSL types are still in the backend compatibility
layers to support python shaders. However, the C++
shader compilation layer doesn't have them to enforce
correct type usage.

Note that this is going to break pretty much all PRs
in flight that targets shader code.

Rel #137261

Pull Request: https://projects.blender.org/blender/blender/pulls/137369
2025-04-14 13:46:41 +02:00

257 lines
8.7 KiB
GLSL

/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "gpu_shader_common_math.glsl"
#include "gpu_shader_math_fast_lib.glsl"
float3 tint_from_color(float3 color)
{
float lum = dot(color, float3(0.3f, 0.6f, 0.1f)); /* luminance approx. */
return (lum > 0.0f) ? color / lum : float3(1.0f); /* normalize lum. to isolate hue+sat */
}
float principled_sheen(float NV, float rough)
{
/* Empirical approximation (manual curve fitting) to the sheen_weight albedo. Can be refined. */
float den = 35.6694f * rough * rough - 24.4269f * rough * NV - 0.1405f * NV * NV +
6.1211f * rough + 0.28105f * NV - 0.1405f;
float num = 58.5299f * rough * rough - 85.0941f * rough * NV + 9.8955f * NV * NV +
1.9250f * rough + 74.2268f * NV - 0.2246f;
return saturate(den / num);
}
float ior_from_F0(float F0)
{
float f = sqrt(clamp(F0, 0.0f, 0.99f));
return (-f - 1.0f) / (f - 1.0f);
}
void node_bsdf_principled(float4 base_color,
float metallic,
float roughness,
float ior,
float alpha,
float3 N,
float weight,
float diffuse_roughness,
float subsurface_weight,
float3 subsurface_radius,
float subsurface_scale,
float subsurface_ior,
float subsurface_anisotropy,
float specular_ior_level,
float4 specular_tint,
float anisotropic,
float anisotropic_rotation,
float3 T,
float transmission_weight,
float coat_weight,
float coat_roughness,
float coat_ior,
float4 coat_tint,
float3 CN,
float sheen_weight,
float sheen_roughness,
float4 sheen_tint,
float4 emission,
float emission_strength,
float thin_film_thickness,
float thin_film_ior,
const float do_multiscatter,
out Closure result)
{
/* Match cycles. */
metallic = saturate(metallic);
roughness = saturate(roughness);
ior = max(ior, 1e-5f);
alpha = saturate(alpha);
subsurface_weight = saturate(subsurface_weight);
/* Not used by EEVEE */
/* subsurface_anisotropy = clamp(subsurface_anisotropy, 0.0f, 0.9f); */
/* subsurface_ior = clamp(subsurface_ior, 1.01f, 3.8f); */
specular_ior_level = max(specular_ior_level, 0.0f);
specular_tint = max(specular_tint, float4(0.0f));
/* Not used by EEVEE */
/* anisotropic = saturate(anisotropic); */
transmission_weight = saturate(transmission_weight);
coat_weight = max(coat_weight, 0.0f);
coat_roughness = saturate(coat_roughness);
coat_ior = max(coat_ior, 1.0f);
coat_tint = max(coat_tint, float4(0.0f));
sheen_weight = max(sheen_weight, 0.0f);
sheen_roughness = saturate(sheen_roughness);
sheen_tint = max(sheen_tint, float4(0.0f));
base_color = max(base_color, float4(0.0f));
float4 clamped_base_color = min(base_color, float4(1.0f));
N = safe_normalize(N);
CN = safe_normalize(CN);
float3 V = coordinate_incoming(g_data.P);
float NV = dot(N, V);
/* Transparency component. */
if (true) {
ClosureTransparency transparency_data;
transparency_data.weight = weight;
transparency_data.transmittance = float3(1.0f - alpha);
transparency_data.holdout = 0.0f;
closure_eval(transparency_data);
weight *= alpha;
}
/* First layer: Sheen */
float3 sheen_data_color = float3(0.0f);
if (sheen_weight > 0.0f) {
/* TODO: Maybe sheen_weight should be specular. */
float3 sheen_color = sheen_weight * sheen_tint.rgb * principled_sheen(NV, sheen_roughness);
sheen_data_color = weight * sheen_color;
/* Attenuate lower layers */
weight *= max((1.0f - math_reduce_max(sheen_color)), 0.0f);
}
/* Second layer: Coat */
if (coat_weight > 0.0f) {
float coat_NV = dot(CN, V);
float reflectance = bsdf_lut(coat_NV, coat_roughness, coat_ior, false).x;
ClosureReflection coat_data;
coat_data.N = CN;
coat_data.roughness = coat_roughness;
coat_data.color = float3(1.0f);
coat_data.weight = weight * coat_weight * reflectance;
closure_eval(coat_data);
/* Attenuate lower layers */
weight *= max((1.0f - reflectance * coat_weight), 0.0f);
if (!all(equal(coat_tint.rgb, float3(1.0f)))) {
float coat_neta = 1.0f / coat_ior;
float NT = sqrt_fast(1.0f - coat_neta * coat_neta * (1 - NV * NV));
/* Tint lower layers. */
coat_tint.rgb = mix(
float3(1.0f), pow(coat_tint.rgb, float3(1.0f / NT)), saturate(coat_weight));
}
}
else {
coat_tint.rgb = float3(1.0f);
}
/* Emission component.
* Attenuated by sheen and coat.
*/
if (true) {
ClosureEmission emission_data;
emission_data.weight = weight;
emission_data.emission = coat_tint.rgb * emission.rgb * emission_strength;
closure_eval(emission_data);
}
/* Metallic component */
float3 reflection_tint = specular_tint.rgb;
float3 reflection_color = float3(0.0f);
if (metallic > 0.0f) {
float3 F0 = clamped_base_color.rgb;
float3 F82 = min(reflection_tint, float3(1.0f));
float3 metallic_brdf;
brdf_f82_tint_lut(F0, F82, NV, roughness, do_multiscatter != 0.0f, metallic_brdf);
reflection_color = weight * metallic * metallic_brdf;
/* Attenuate lower layers */
weight *= max((1.0f - metallic), 0.0f);
}
/* Transmission component */
if (transmission_weight > 0.0f) {
float3 F0 = float3(F0_from_ior(ior)) * reflection_tint;
float3 F90 = float3(1.0f);
float3 reflectance, transmittance;
bsdf_lut(F0,
F90,
sqrt(clamped_base_color.rgb),
NV,
roughness,
ior,
do_multiscatter != 0.0f,
reflectance,
transmittance);
reflection_color += weight * transmission_weight * reflectance;
ClosureRefraction refraction_data;
refraction_data.N = N;
refraction_data.roughness = roughness;
refraction_data.ior = ior;
refraction_data.weight = weight * transmission_weight;
refraction_data.color = transmittance * coat_tint.rgb;
closure_eval(refraction_data);
/* Attenuate lower layers */
weight *= max((1.0f - transmission_weight), 0.0f);
}
/* Specular component */
if (true) {
float eta = ior;
float f0 = F0_from_ior(eta);
if (specular_ior_level != 0.5f) {
f0 *= 2.0f * specular_ior_level;
eta = ior_from_F0(f0);
if (ior < 1.0f) {
eta = 1.0f / eta;
}
}
float3 F0 = float3(f0) * reflection_tint;
F0 = clamp(F0, float3(0.0f), float3(1.0f));
float3 F90 = float3(1.0f);
float3 reflectance, unused;
bsdf_lut(
F0, F90, float3(0.0f), NV, roughness, eta, do_multiscatter != 0.0f, reflectance, unused);
ClosureReflection reflection_data;
reflection_data.N = N;
reflection_data.roughness = roughness;
reflection_data.color = (reflection_color + weight * reflectance) * coat_tint.rgb;
/* `weight` is already applied in `color`. */
reflection_data.weight = 1.0f;
closure_eval(reflection_data);
/* Attenuate lower layers */
weight *= max((1.0f - math_reduce_max(reflectance)), 0.0f);
}
/* Subsurface component */
if (subsurface_weight > 0.0f) {
ClosureSubsurface sss_data;
sss_data.N = N;
sss_data.sss_radius = max(subsurface_radius * subsurface_scale, float3(0.0f));
/* Subsurface Scattering materials behave unpredictably with values greater than 1.0 in
* Cycles. So it's clamped there and we clamp here for consistency with Cycles. */
sss_data.color = (subsurface_weight * weight) * clamped_base_color.rgb * coat_tint.rgb;
/* Add energy of the sheen layer until we have proper sheen BSDF. */
sss_data.color += sheen_data_color;
/* `weight` is already applied in `color`. */
sss_data.weight = 1.0f;
closure_eval(sss_data);
/* Attenuate lower layers */
weight *= max((1.0f - subsurface_weight), 0.0f);
}
/* Diffuse component */
if (true) {
ClosureDiffuse diffuse_data;
diffuse_data.N = N;
diffuse_data.color = weight * base_color.rgb * coat_tint.rgb;
/* Add energy of the sheen layer until we have proper sheen BSDF. */
diffuse_data.color += sheen_data_color;
/* `weight` is already applied in `color`. */
diffuse_data.weight = 1.0f;
closure_eval(diffuse_data);
}
result = Closure(0);
}