* Replace license text in headers with SPDX identifiers. * Remove specific license info from outdated readme.txt, instead leave details to the source files. * Add list of SPDX license identifiers used, and corresponding license texts. * Update copyright dates while we're at it. Ref D14069, T95597
145 lines
5.9 KiB
Plaintext
145 lines
5.9 KiB
Plaintext
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#include "node_fresnel.h"
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#include "stdcycles.h"
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shader node_principled_bsdf(string distribution = "Multiscatter GGX",
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string subsurface_method = "random_walk",
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color BaseColor = color(0.8, 0.8, 0.8),
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float Subsurface = 0.0,
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vector SubsurfaceRadius = vector(1.0, 1.0, 1.0),
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color SubsurfaceColor = color(0.7, 0.1, 0.1),
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float SubsurfaceIOR = 1.4,
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float SubsurfaceAnisotropy = 0.0,
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float Metallic = 0.0,
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float Specular = 0.5,
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float SpecularTint = 0.0,
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float Roughness = 0.5,
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float Anisotropic = 0.0,
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float AnisotropicRotation = 0.0,
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float Sheen = 0.0,
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float SheenTint = 0.5,
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float Clearcoat = 0.0,
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float ClearcoatRoughness = 0.03,
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float IOR = 1.45,
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float Transmission = 0.0,
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float TransmissionRoughness = 0.0,
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normal Normal = N,
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normal ClearcoatNormal = N,
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normal Tangent = normalize(dPdu),
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output closure color BSDF = 0)
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{
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float f = max(IOR, 1e-5);
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float diffuse_weight = (1.0 - clamp(Metallic, 0.0, 1.0)) * (1.0 - clamp(Transmission, 0.0, 1.0));
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float final_transmission = clamp(Transmission, 0.0, 1.0) * (1.0 - clamp(Metallic, 0.0, 1.0));
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float specular_weight = (1.0 - final_transmission);
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vector T = Tangent;
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float m_cdlum = luminance(BaseColor);
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color m_ctint = m_cdlum > 0.0 ? BaseColor / m_cdlum :
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color(1.0, 1.0, 1.0); // normalize lum. to isolate hue+sat
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/* rotate tangent */
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if (AnisotropicRotation != 0.0)
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T = rotate(T, AnisotropicRotation * M_2PI, point(0.0, 0.0, 0.0), Normal);
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if (diffuse_weight > 1e-5) {
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if (Subsurface > 1e-5) {
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color mixed_ss_base_color = SubsurfaceColor * Subsurface + BaseColor * (1.0 - Subsurface);
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BSDF = mixed_ss_base_color * bssrdf(subsurface_method,
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Normal,
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Subsurface * SubsurfaceRadius,
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mixed_ss_base_color,
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"roughness",
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Roughness,
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"ior",
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SubsurfaceIOR,
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"anisotropy",
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SubsurfaceAnisotropy);
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}
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else {
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BSDF = BaseColor * principled_diffuse(Normal, Roughness);
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}
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if (Sheen > 1e-5) {
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color sheen_color = color(1.0, 1.0, 1.0) * (1.0 - SheenTint) + m_ctint * SheenTint;
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BSDF = BSDF + sheen_color * Sheen * principled_sheen(Normal);
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}
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BSDF = BSDF * diffuse_weight;
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}
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if (specular_weight > 1e-5) {
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float aspect = sqrt(1.0 - Anisotropic * 0.9);
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float r2 = Roughness * Roughness;
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float alpha_x = r2 / aspect;
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float alpha_y = r2 * aspect;
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color tmp_col = color(1.0, 1.0, 1.0) * (1.0 - SpecularTint) + m_ctint * SpecularTint;
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color Cspec0 = (Specular * 0.08 * tmp_col) * (1.0 - Metallic) + BaseColor * Metallic;
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if (distribution == "GGX" || Roughness <= 0.075) {
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BSDF = BSDF + specular_weight *
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microfacet_ggx_aniso_fresnel(Normal,
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T,
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alpha_x,
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alpha_y,
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(2.0 / (1.0 - sqrt(0.08 * Specular))) - 1.0,
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BaseColor,
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Cspec0);
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}
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else {
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BSDF = BSDF + specular_weight * microfacet_multi_ggx_aniso_fresnel(
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Normal,
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T,
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alpha_x,
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alpha_y,
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(2.0 / (1.0 - sqrt(0.08 * Specular))) - 1.0,
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BaseColor,
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Cspec0);
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}
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}
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if (final_transmission > 1e-5) {
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color Cspec0 = BaseColor * SpecularTint + color(1.0, 1.0, 1.0) * (1.0 - SpecularTint);
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float eta = backfacing() ? 1.0 / f : f;
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if (distribution == "GGX" || Roughness <= 5e-2) {
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float cosNO = dot(Normal, I);
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float Fr = fresnel_dielectric_cos(cosNO, eta);
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float refl_roughness = Roughness;
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if (Roughness <= 1e-2)
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refl_roughness = 0.0;
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float transmission_roughness = refl_roughness;
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if (distribution == "GGX")
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transmission_roughness = 1.0 - (1.0 - refl_roughness) * (1.0 - TransmissionRoughness);
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BSDF = BSDF +
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final_transmission *
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(Fr * microfacet_ggx_fresnel(
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Normal, refl_roughness * refl_roughness, eta, BaseColor, Cspec0) +
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(1.0 - Fr) * BaseColor *
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microfacet_ggx_refraction(
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Normal, transmission_roughness * transmission_roughness, eta));
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}
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else {
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BSDF = BSDF +
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final_transmission * microfacet_multi_ggx_glass_fresnel(
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Normal, Roughness * Roughness, eta, BaseColor, Cspec0);
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}
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}
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if (Clearcoat > 1e-5) {
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BSDF = BSDF + principled_clearcoat(
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ClearcoatNormal, Clearcoat, ClearcoatRoughness * ClearcoatRoughness);
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}
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}
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