/* SPDX-FileCopyrightText: 2009-2010 Sony Pictures Imageworks Inc., et al. All Rights Reserved. * SPDX-FileCopyrightText: 2011-2022 Blender Foundation * * SPDX-License-Identifier: BSD-3-Clause * * Adapted code from Open Shading Language. */ #pragma once CCL_NAMESPACE_BEGIN /* Compute fresnel reflectance for perpendicular (aka S-) and parallel (aka P-) polarized light. * If requested by the caller, r_phi is set to the phase shift on reflection. * Also returns the dot product of the refracted ray and the normal as `cos_theta_t`, as it is * used when computing the direction of the refracted ray. */ ccl_device float2 fresnel_dielectric_polarized(float cos_theta_i, float eta, ccl_private float *r_cos_theta_t, ccl_private float2 *r_phi) { kernel_assert(!isnan_safe(cos_theta_i)); /* Using Snell's law, calculate the squared cosine of the angle between the surface normal and * the transmitted ray. */ const float eta_cos_theta_t_sq = sqr(eta) - (1.0f - sqr(cos_theta_i)); if (eta_cos_theta_t_sq <= 0) { /* Total internal reflection. */ if (r_phi) { /* The following code would compute the proper phase shift on TIR. * However, for the current user of this computation (the iridescence code), * this doesn't actually affect the result, so don't bother with the computation for now. * * `const float fac = sqrtf(1.0f - sqr(cosThetaI) - sqr(eta));` * `r_phi->x = -2.0f * atanf(fac / cosThetaI);` * `r_phi->y = -2.0f * atanf(fac / (cosThetaI * sqr(eta)));` */ *r_phi = zero_float2(); } return one_float2(); } cos_theta_i = fabsf(cos_theta_i); /* Relative to the surface normal. */ const float cos_theta_t = -safe_sqrtf(eta_cos_theta_t_sq) / eta; if (r_cos_theta_t) { *r_cos_theta_t = cos_theta_t; } /* Amplitudes of reflected waves. */ const float r_s = (cos_theta_i + eta * cos_theta_t) / (cos_theta_i - eta * cos_theta_t); const float r_p = (cos_theta_t + eta * cos_theta_i) / (eta * cos_theta_i - cos_theta_t); if (r_phi) { *r_phi = make_float2(r_s < 0.0f, r_p < 0.0f) * M_PI_F; } /* Return squared amplitude to get the fraction of reflected energy. */ return make_float2(sqr(r_s), sqr(r_p)); } /* Compute fresnel reflectance for unpolarized light. */ ccl_device_forceinline float fresnel_dielectric(float cos_theta_i, float eta, ccl_private float *r_cos_theta_t) { return average(fresnel_dielectric_polarized(cos_theta_i, eta, r_cos_theta_t, nullptr)); } /* Refract the incident ray, given the cosine of the refraction angle and the relative refractive * index of the incoming medium w.r.t. the outgoing medium. */ ccl_device_inline float3 refract_angle(const float3 incident, const float3 normal, const float cos_theta_t, const float inv_eta) { return (inv_eta * dot(normal, incident) + cos_theta_t) * normal - inv_eta * incident; } ccl_device float fresnel_dielectric_cos(float cosi, float eta) { // compute fresnel reflectance without explicitly computing // the refracted direction float c = fabsf(cosi); float g = eta * eta - 1 + c * c; if (g > 0) { g = sqrtf(g); float A = (g - c) / (g + c); float B = (c * (g + c) - 1) / (c * (g - c) + 1); return 0.5f * A * A * (1 + B * B); } return 1.0f; // TIR(no refracted component) } ccl_device Spectrum fresnel_conductor(float cosi, const Spectrum eta, const Spectrum k) { Spectrum cosi2 = make_spectrum(cosi * cosi); Spectrum one = make_spectrum(1.0f); Spectrum tmp_f = eta * eta + k * k; Spectrum tmp = tmp_f * cosi2; Spectrum Rparl2 = (tmp - (2.0f * eta * cosi) + one) / (tmp + (2.0f * eta * cosi) + one); Spectrum Rperp2 = (tmp_f - (2.0f * eta * cosi) + cosi2) / (tmp_f + (2.0f * eta * cosi) + cosi2); return (Rparl2 + Rperp2) * 0.5f; } ccl_device float ior_from_F0(float f0) { const float sqrt_f0 = sqrtf(clamp(f0, 0.0f, 0.99f)); return (1.0f + sqrt_f0) / (1.0f - sqrt_f0); } ccl_device float F0_from_ior(float ior) { return sqr((ior - 1.0f) / (ior + 1.0f)); } ccl_device float schlick_fresnel(float u) { float m = clamp(1.0f - u, 0.0f, 1.0f); float m2 = m * m; return m2 * m2 * m; // pow(m, 5) } /* Calculate the fresnel color, which is a blend between white and the F0 color */ ccl_device_forceinline Spectrum interpolate_fresnel_color(float3 L, float3 H, float ior, Spectrum F0) { /* Compute the real Fresnel term and remap it from real_F0..1 to F0..1. * The reason why we use this remapping instead of directly doing the * Schlick approximation mix(F0, 1.0, (1.0-cosLH)^5) is that for cases * with similar IORs (e.g. ice in water), the relative IOR can be close * enough to 1.0 that the Schlick approximation becomes inaccurate. */ float real_F = fresnel_dielectric_cos(dot(L, H), ior); float real_F0 = fresnel_dielectric_cos(1.0f, ior); return mix(F0, one_spectrum(), inverse_lerp(real_F0, 1.0f, real_F)); } /* If the shading normal results in specular reflection in the lower hemisphere, raise the shading * normal towards the geometry normal so that the specular reflection is just above the surface. * Only used for glossy materials. */ ccl_device float3 ensure_valid_specular_reflection(float3 Ng, float3 I, float3 N) { const float3 R = 2 * dot(N, I) * N - I; const float Iz = dot(I, Ng); kernel_assert(Iz >= 0); /* Reflection rays may always be at least as shallow as the incoming ray. */ const float threshold = min(0.9f * Iz, 0.01f); if (dot(Ng, R) >= threshold) { return N; } /* Form coordinate system with Ng as the Z axis and N inside the X-Z-plane. * The X axis is found by normalizing the component of N that's orthogonal to Ng. * The Y axis isn't actually needed. */ const float3 X = safe_normalize_fallback(N - dot(N, Ng) * Ng, N); /* Calculate N.z and N.x in the local coordinate system. * * The goal of this computation is to find a N' that is rotated towards Ng just enough * to lift R' above the threshold (here called t), therefore dot(R', Ng) = t. * * According to the standard reflection equation, * this means that we want dot(2*dot(N', I)*N' - I, Ng) = t. * * Since the Z axis of our local coordinate system is Ng, dot(x, Ng) is just x.z, so we get * 2*dot(N', I)*N'.z - I.z = t. * * The rotation is simple to express in the coordinate system we formed - * since N lies in the X-Z-plane, we know that N' will also lie in the X-Z-plane, * so N'.y = 0 and therefore dot(N', I) = N'.x*I.x + N'.z*I.z . * * Furthermore, we want N' to be normalized, so N'.x = sqrt(1 - N'.z^2). * * With these simplifications, we get the equation * 2*(sqrt(1 - N'.z^2)*I.x + N'.z*I.z)*N'.z - I.z = t, * or * 2*sqrt(1 - N'.z^2)*I.x*N'.z = t + I.z * (1 - 2*N'.z^2), * after rearranging terms. * Raise both sides to the power of two and substitute terms with * a = I.x^2 + I.z^2, * b = 2*(a + Iz*t), * c = (Iz + t)^2, * we obtain * 4*a*N'.z^4 - 2*b*N'.z^2 + c = 0. * * The only unknown here is N'.z, so we can solve for that. * * The equation has four solutions in general, two can immediately be discarded because they're * negative so N' would lie in the lower hemisphere; one solves * 2*sqrt(1 - N'.z^2)*I.x*N'.z = -(t + I.z * (1 - 2*N'.z^2)) * instead of the original equation (before squaring both sides). * Therefore only one root is valid. */ const float Ix = dot(I, X); const float a = sqr(Ix) + sqr(Iz); const float b = 2.0f * (a + Iz * threshold); const float c = sqr(threshold + Iz); /* In order that the root formula solves 2*sqrt(1 - N'.z^2)*I.x*N'.z = t + I.z - 2*I.z*N'.z^2, * Ix and (t + I.z * (1 - 2*N'.z^2)) must have the same sign (the rest terms are non-negative by * definition). */ const float Nz2 = (Ix < 0) ? 0.25f * (b + safe_sqrtf(sqr(b) - 4.0f * a * c)) / a : 0.25f * (b - safe_sqrtf(sqr(b) - 4.0f * a * c)) / a; const float Nx = safe_sqrtf(1.0f - Nz2); const float Nz = safe_sqrtf(Nz2); return Nx * X + Nz * Ng; } /* Do not call #ensure_valid_specular_reflection if the primitive type is curve or if the geometry * normal and the shading normal is the same. */ ccl_device float3 maybe_ensure_valid_specular_reflection(ccl_private ShaderData *sd, float3 N) { if ((sd->flag & SD_USE_BUMP_MAP_CORRECTION) == 0) { return N; } if ((sd->type & PRIMITIVE_CURVE) || isequal(sd->Ng, N)) { return N; } return ensure_valid_specular_reflection(sd->Ng, sd->wi, N); } /* Principled Hair albedo and absorption coefficients. */ ccl_device_inline float bsdf_principled_hair_albedo_roughness_scale( const float azimuthal_roughness) { const float x = azimuthal_roughness; return (((((0.245f * x) + 5.574f) * x - 10.73f) * x + 2.532f) * x - 0.215f) * x + 5.969f; } ccl_device_inline Spectrum bsdf_principled_hair_sigma_from_reflectance(const Spectrum color, const float azimuthal_roughness) { const Spectrum sigma = log(color) / bsdf_principled_hair_albedo_roughness_scale(azimuthal_roughness); return sigma * sigma; } ccl_device_inline Spectrum bsdf_principled_hair_sigma_from_concentration(const float eumelanin, const float pheomelanin) { const float3 eumelanin_color = make_float3(0.506f, 0.841f, 1.653f); const float3 pheomelanin_color = make_float3(0.343f, 0.733f, 1.924f); return eumelanin * rgb_to_spectrum(eumelanin_color) + pheomelanin * rgb_to_spectrum(pheomelanin_color); } /* Computes the weight for base closure(s) which are layered under another closure. * layer_albedo is an estimate of the top layer's reflectivity, while weight is the closure weight * of the entire base+top combination. */ ccl_device_inline Spectrum closure_layering_weight(const Spectrum layer_albedo, const Spectrum weight) { return weight * saturatef(1.0f - reduce_max(safe_divide_color(layer_albedo, weight))); } /* ******** Thin-film iridescence implementation ******** * * Based on "A Practical Extension to Microfacet Theory for the Modeling of Varying Iridescence" * by Laurent Belcour and Pascal Barla. * https://belcour.github.io/blog/research/publication/2017/05/01/brdf-thin-film.html. */ /** * Evaluate the sensitivity functions for the Fourier-space spectral integration. * The code here uses the Gaussian fit for the CIE XYZ curves that is provided * in the reference implementation. * For details on what this actually represents, see the paper. * In theory we should pre-compute the sensitivity functions for the working RGB * color-space, remap them to be functions of (light) frequency, take their Fourier * transform and store them as a LUT that gets looked up here. * In practice, using the XYZ fit and converting the result from XYZ to RGB is easier. */ ccl_device_inline Spectrum iridescence_lookup_sensitivity(float OPD, float shift) { float phase = M_2PI_F * OPD * 1e-9f; float3 val = make_float3(5.4856e-13f, 4.4201e-13f, 5.2481e-13f); float3 pos = make_float3(1.6810e+06f, 1.7953e+06f, 2.2084e+06f); float3 var = make_float3(4.3278e+09f, 9.3046e+09f, 6.6121e+09f); float3 xyz = val * sqrt(M_2PI_F * var) * cos(pos * phase + shift) * exp(-sqr(phase) * var); xyz.x += 1.64408e-8f * cosf(2.2399e+06f * phase + shift) * expf(-4.5282e+09f * sqr(phase)); return xyz / 1.0685e-7f; } ccl_device_inline float3 iridescence_airy_summation(float T121, float R12, float R23, float OPD, float phi) { if (R23 == 1.0f) { /* Shortcut for TIR on the bottom interface. */ return one_float3(); } float R123 = R12 * R23; float r123 = sqrtf(R123); float Rs = sqr(T121) * R23 / (1.0f - R123); /* Perform summation over path order differences (equation 10). */ float3 R = make_float3(R12 + Rs); /* C0 */ float Cm = (Rs - T121); /* Truncate after m=3, higher differences have barely any impact. */ for (int m = 1; m < 4; m++) { Cm *= r123; R += Cm * 2.0f * iridescence_lookup_sensitivity(m * OPD, m * phi); } return R; } ccl_device Spectrum fresnel_iridescence(KernelGlobals kg, float eta1, float eta2, float eta3, float cos_theta_1, float thickness, ccl_private float *r_cos_theta_3) { /* For films below 30nm, the wave-optic-based Airy summation approach no longer applies, * so blend towards the case without coating. */ if (thickness < 30.0f) { eta2 = mix(eta1, eta2, smoothstep(0.0f, 30.0f, thickness)); } float cos_theta_2; float2 phi12, phi23; /* Compute reflection at the top interface (ambient to film). */ float2 R12 = fresnel_dielectric_polarized(cos_theta_1, eta2 / eta1, &cos_theta_2, &phi12); if (isequal(R12, one_float2())) { /* TIR at the top interface. */ return one_spectrum(); } /* Compute optical path difference inside the thin film. */ float OPD = -2.0f * eta2 * thickness * cos_theta_2; /* Compute reflection at the bottom interface (film to medium). */ float2 R23 = fresnel_dielectric_polarized(-cos_theta_2, eta3 / eta2, r_cos_theta_3, &phi23); if (isequal(R23, one_float2())) { /* TIR at the bottom interface. * All the Airy summation math still simplifies to 1.0 in this case. */ return one_spectrum(); } /* Compute helper parameters. */ float2 T121 = one_float2() - R12; float2 phi = make_float2(M_PI_F, M_PI_F) - phi12 + phi23; /* Perform Airy summation and average the polarizations. */ float3 R = mix(iridescence_airy_summation(T121.x, R12.x, R23.x, OPD, phi.x), iridescence_airy_summation(T121.y, R12.y, R23.y, OPD, phi.y), 0.5f); /* Color space conversion here is tricky. * In theory, the correct thing would be to compute the spectral color matching functions * for the RGB channels, take their Fourier transform in wavelength parametrization, and * then use that in iridescence_lookup_sensitivity(). * To avoid this complexity, the code here instead uses the reference implementation's * Gaussian fit of the CIE XYZ curves. However, this means that at this point, R is in * XYZ values, not RGB. * Additionally, since I is a reflectivity, not a luminance, the spectral color matching * functions should be multiplied by the reference illuminant. Since the fit is based on * the "raw" CIE XYZ curves, the reference illuminant implicitly is a constant spectrum, * meaning Illuminant E. * Therefore, we can't just use the regular XYZ->RGB conversion here, we need to include * a chromatic adaption from E to whatever the white point of the working color space is. * The proper way to do this would be a Von Kries-style transform, but to keep it simple, * we just multiply by the white point here. * * NOTE: The reference implementation sidesteps all this by just hard-coding a XYZ->CIE RGB * matrix. Since CIE RGB uses E as its white point, this sidesteps the chromatic adaption * topic, but the primary colors don't match (unless you happen to actually work in CIE RGB.) */ R *= float4_to_float3(kernel_data.film.white_xyz); return saturate(xyz_to_rgb(kg, R)); } CCL_NAMESPACE_END