EEVEE: change Principled BSDF to match Cycles
Ref: #99447 Co-authored-by: Clément Foucault <foucault.clem@gmail.com> Pull Request: https://projects.blender.org/blender/blender/pulls/111754
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Weizhen Huang
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b45dd4cfac
@@ -24,7 +24,7 @@ float ior_from_f0(float f0)
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}
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/* Simplified form of F_eta(eta, 1.0). */
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float f0_from_ior(float eta)
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float F0_from_ior(float eta)
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{
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float A = (eta - 1.0) / (eta + 1.0);
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return A * A;
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@@ -69,7 +69,7 @@ float F_eta(float eta, float cos_theta)
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/* Fresnel color blend base on fresnel factor */
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vec3 F_color_blend(float eta, float fresnel, vec3 f0_color)
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{
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float f0 = f0_from_ior(eta);
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float f0 = F0_from_ior(eta);
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float fac = saturate((fresnel - f0) / (1.0 - f0));
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return mix(f0_color, vec3(1.0), fac);
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}
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@@ -100,6 +100,7 @@ vec2 brdf_lut(float a, float b);
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vec3 F_brdf_multi_scatter(vec3 a, vec3 b, vec2 c);
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vec3 F_brdf_single_scatter(vec3 a, vec3 b, vec2 c);
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float F_eta(float a, float b);
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float F0_from_ior(float a);
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#endif
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#ifdef VOLUMETRICS
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@@ -82,7 +82,7 @@ vec2 btdf_lut(float cos_theta, float roughness, float ior, float do_multiscatter
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if (ior >= 1.0) {
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vec2 split_sum = brdf_lut(cos_theta, roughness);
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float f0 = f0_from_ior(ior);
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float f0 = F0_from_ior(ior);
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/* Gradually increase `f90` from 0 to 1 when IOR is in the range of [1.0, 1.33], to avoid harsh
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* transition at `IOR == 1`. */
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float f90 = fast_sqrt(saturate(f0 / 0.02));
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@@ -63,7 +63,7 @@ vec4 screen_space_refraction(vec3 vP, vec3 N, vec3 V, float ior, float roughness
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/* Empirical fit for refraction. */
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/* TODO: find a better fit or precompute inside the LUT. */
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cone_tan *= 0.5 * fast_sqrt(f0_from_ior((ior < 1.0) ? 1.0 / ior : ior));
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cone_tan *= 0.5 * fast_sqrt(F0_from_ior((ior < 1.0) ? 1.0 / ior : ior));
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float cone_footprint = hit_dist * cone_tan;
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@@ -53,101 +53,103 @@ void node_bsdf_principled(vec4 base_color,
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{
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/* Match cycles. */
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metallic = clamp(metallic, 0.0, 1.0);
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transmission = clamp(transmission, 0.0, 1.0) * (1.0 - metallic);
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float diffuse_weight = (1.0 - transmission) * (1.0 - metallic);
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float specular_weight = (1.0 - transmission);
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float clearcoat_weight = max(clearcoat, 0.0) * 0.25;
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specular = max(0.0, specular);
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transmission = clamp(transmission, 0.0, 1.0);
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clearcoat = max(clearcoat, 0.0) * 0.25;
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N = safe_normalize(N);
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CN = safe_normalize(CN);
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vec3 V = cameraVec(g_data.P);
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float NV = dot(N, V);
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vec2 glass_bsdf = btdf_lut(NV, roughness, ior, do_multiscatter);
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float glass_reflection_weight = glass_bsdf.y * transmission;
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float glass_transmission_weight = glass_bsdf.x * transmission;
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vec3 base_color_tint = tint_from_color(base_color.rgb);
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vec2 split_sum = brdf_lut(NV, roughness);
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ClosureTransparency transparency_data;
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transparency_data.weight = weight;
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transparency_data.transmittance = vec3(1.0 - alpha);
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transparency_data.holdout = 0.0;
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weight *= alpha;
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/* First layer: Sheen */
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/* TODO: Maybe sheen should be specular. */
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vec3 sheen_color = sheen * sheen_tint.rgb * principled_sheen(NV, sheen_roughness);
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ClosureDiffuse diffuse_data;
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diffuse_data.color = weight * sheen_color;
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diffuse_data.N = N;
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/* Attenuate lower layers */
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weight *= (1.0 - max_v3(sheen_color));
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/* Second layer: Clearcoat */
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ClosureReflection clearcoat_data;
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clearcoat_data.N = CN;
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clearcoat_data.roughness = clearcoat_roughness;
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float coat_ior = 1.5;
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float coat_NV = dot(clearcoat_data.N, V);
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float reflectance = btdf_lut(coat_NV, clearcoat_data.roughness, coat_ior, 0.0).y;
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clearcoat_data.weight = weight * clearcoat * reflectance;
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clearcoat_data.color = vec3(1.0);
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/* Attenuate lower layers */
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weight *= (1.0 - reflectance * clearcoat);
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/* Attenuated by sheen and clearcoat. */
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ClosureEmission emission_data;
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emission_data.weight = weight;
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emission_data.emission = emission.rgb * emission_strength;
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/* Diffuse. */
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ClosureDiffuse diffuse_data;
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diffuse_data.weight = diffuse_weight * weight;
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diffuse_data.color = mix(base_color.rgb, subsurface_color.rgb, subsurface);
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/* Sheen Coarse approximation: We reuse the diffuse radiance and just scale it. */
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diffuse_data.color += sheen * sheen_tint.rgb * principled_sheen(NV, sheen_roughness);
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diffuse_data.N = N;
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diffuse_data.sss_radius = subsurface_radius * subsurface;
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diffuse_data.sss_id = uint(do_sss);
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/* NOTE(@fclem): We need to blend the reflection color but also need to avoid applying the
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* weights so we compute the ratio. */
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float reflection_weight = specular_weight + glass_reflection_weight;
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float reflection_weight_inv = safe_rcp(reflection_weight);
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specular_weight *= reflection_weight_inv;
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glass_reflection_weight *= reflection_weight_inv;
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/* Reflection. */
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/* Metallic component */
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ClosureReflection reflection_data;
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reflection_data.weight = reflection_weight * weight;
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reflection_data.N = N;
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reflection_data.roughness = roughness;
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vec2 split_sum = brdf_lut(NV, roughness);
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if (true) {
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vec3 dielectric_f0_color = mix(vec3(1.0), base_color_tint, specular_tint);
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vec3 metallic_f0_color = base_color.rgb;
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vec3 f0 = mix((0.08 * specular) * dielectric_f0_color, metallic_f0_color, metallic);
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/* Cycles does this blending using the microfacet fresnel factor. However, our fresnel
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* is already baked inside the split sum LUT. We approximate by changing the f90 color
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* directly in a non linear fashion. */
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vec3 f90 = mix(f0, vec3(1.0), fast_sqrt(specular));
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vec3 reflection_brdf = (do_multiscatter != 0.0) ? F_brdf_multi_scatter(f0, f90, split_sum) :
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F_brdf_single_scatter(f0, f90, split_sum);
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reflection_data.color = reflection_brdf * specular_weight;
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}
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if (true) {
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/* Poor approximation since we baked the LUT using a fixed IOR. */
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vec3 f0 = mix(vec3(1.0), base_color.rgb, specular_tint);
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vec3 f0 = base_color.rgb;
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vec3 f90 = vec3(1.0);
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vec3 glass_brdf = (do_multiscatter != 0.0) ? F_brdf_multi_scatter(f0, f90, split_sum) :
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F_brdf_single_scatter(f0, f90, split_sum);
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/* Avoid 3 glossy evaluation. Use the same closure for glass reflection. */
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reflection_data.color += glass_brdf * glass_reflection_weight;
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vec3 metallic_brdf = (do_multiscatter != 0.0) ? F_brdf_multi_scatter(f0, f90, split_sum) :
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F_brdf_single_scatter(f0, f90, split_sum);
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reflection_data.color = weight * metallic * metallic_brdf;
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/* Attenuate lower layers */
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weight *= (1.0 - metallic);
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}
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ClosureReflection clearcoat_data;
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clearcoat_data.weight = clearcoat_weight * weight;
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clearcoat_data.N = CN;
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clearcoat_data.roughness = clearcoat_roughness;
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if (true) {
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float NV = dot(clearcoat_data.N, V);
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vec2 split_sum = brdf_lut(NV, clearcoat_data.roughness);
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vec3 brdf = F_brdf_single_scatter(vec3(0.04), vec3(1.0), split_sum);
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clearcoat_data.color = brdf;
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}
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/* Refraction. */
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/* Transmission component */
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ClosureRefraction refraction_data;
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refraction_data.weight = glass_transmission_weight * weight;
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refraction_data.color = base_color.rgb;
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refraction_data.N = N;
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refraction_data.roughness = roughness;
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refraction_data.ior = ior;
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/* TODO: change `specular_tint` to rgb. */
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vec3 reflection_tint = mix(vec3(1.0), base_color.rgb, specular_tint);
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if (true) {
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vec2 bsdf = btdf_lut(NV, roughness, ior, do_multiscatter);
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reflection_data.color += weight * transmission * bsdf.y * reflection_tint;
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refraction_data.weight = weight * transmission * bsdf.x;
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refraction_data.color = base_color.rgb;
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refraction_data.N = N;
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refraction_data.roughness = roughness;
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refraction_data.ior = ior;
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/* Attenuate lower layers */
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weight *= (1.0 - transmission);
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}
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/* Specular component */
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if (true) {
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vec3 f0 = F0_from_ior(ior) * 2.0 * specular * reflection_tint;
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vec3 f90 = vec3(1.0);
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vec3 specular_brdf = (do_multiscatter != 0.0) ? F_brdf_multi_scatter(f0, f90, split_sum) :
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F_brdf_single_scatter(f0, f90, split_sum);
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reflection_data.color += weight * specular_brdf;
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/* Attenuate lower layers */
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weight *= (1.0 - max_v3(specular_brdf));
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}
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/* Diffuse component */
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if (true) {
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vec3 diffuse_color = mix(base_color.rgb, subsurface_color.rgb, subsurface);
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diffuse_data.sss_radius = subsurface_radius * subsurface;
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diffuse_data.sss_id = uint(do_sss);
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diffuse_data.color += weight * diffuse_color;
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}
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/* Adjust the weight of picking the closure. */
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reflection_data.weight = avg(reflection_data.color);
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reflection_data.color *= safe_rcp(reflection_data.weight);
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diffuse_data.weight = avg(diffuse_data.color);
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diffuse_data.color *= safe_rcp(diffuse_data.weight);
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/* Ref. #98190: Defines are optimizations for old compilers.
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* Might become unnecessary with EEVEE-Next. */
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@@ -170,7 +170,8 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat,
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}
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#endif
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bool use_diffuse = socket_not_one(SOCK_METALLIC_ID) && socket_not_one(SOCK_TRANSMISSION_ID);
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bool use_diffuse = socket_not_zero(SOCK_SHEEN_ID) ||
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(socket_not_one(SOCK_METALLIC_ID) && socket_not_one(SOCK_TRANSMISSION_ID));
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bool use_subsurf = socket_not_zero(SOCK_SUBSURFACE_ID) && use_diffuse;
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bool use_refract = socket_not_one(SOCK_METALLIC_ID) && socket_not_zero(SOCK_TRANSMISSION_ID);
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bool use_transparency = socket_not_one(SOCK_ALPHA_ID);
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