Files
test2/intern/cycles/kernel/osl/shaders/node_fresnel.h
Lukas Stockner 6e2f29b421 Shader: change Specular input on Principled BSDF to affect IOR
This keeps the behavior similar to the Disney BRDF, where 0.5
is neutral and lower/higher values respectively decrease/increase
the dielectric specular. But it's more correct in that it's not
an arbitrary scale on Fresnel, but rather adjusting the IOR.

Ref #99447
Ref #112848

Pull Request: https://projects.blender.org/blender/blender/pulls/112552
2023-09-25 19:51:02 +02:00

51 lines
1.3 KiB
C

/* 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. */
float fresnel_dielectric_cos(float cosi, float eta)
{
/* compute fresnel reflectance without explicitly computing
* the refracted direction */
float c = fabs(cosi);
float g = eta * eta - 1 + c * c;
float result;
if (g > 0) {
g = sqrt(g);
float A = (g - c) / (g + c);
float B = (c * (g + c) - 1) / (c * (g - c) + 1);
result = 0.5 * A * A * (1 + B * B);
}
else {
result = 1.0; /* TIR (no refracted component) */
}
return result;
}
color fresnel_conductor(float cosi, color eta, color k)
{
color cosi2 = color(cosi * cosi);
color one = color(1, 1, 1);
color tmp_f = eta * eta + k * k;
color tmp = tmp_f * cosi2;
color Rparl2 = (tmp - (2.0 * eta * cosi) + one) / (tmp + (2.0 * eta * cosi) + one);
color Rperp2 = (tmp_f - (2.0 * eta * cosi) + cosi2) / (tmp_f + (2.0 * eta * cosi) + cosi2);
return (Rparl2 + Rperp2) * 0.5;
}
float F0_from_ior(float eta)
{
float f0 = (eta - 1.0) / (eta + 1.0);
return f0 * f0;
}
float ior_from_F0(float f0)
{
float sqrt_f0 = sqrt(clamp(f0, 0.0, 0.99));
return (1.0 + sqrt_f0) / (1.0 - sqrt_f0);
}