sss_radius r and g are already used for occlussion workarounds.
Use only sss_radius.b for flagging sss as disabled.
Regression from 2942147079.
308 lines
11 KiB
GLSL
308 lines
11 KiB
GLSL
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma BLENDER_REQUIRE(gpu_shader_math_fast_lib.glsl)
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#pragma BLENDER_REQUIRE(gpu_shader_common_math.glsl)
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vec3 tint_from_color(vec3 color)
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{
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float lum = dot(color, vec3(0.3, 0.6, 0.1)); /* luminance approx. */
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return (lum > 0.0) ? color / lum : vec3(1.0); /* normalize lum. to isolate hue+sat */
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}
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float principled_sheen(float NV, float rough)
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{
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/* Empirical approximation (manual curve fitting) to the sheen_weight albedo. Can be refined. */
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float den = 35.6694f * rough * rough - 24.4269f * rough * NV - 0.1405f * NV * NV +
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6.1211f * rough + 0.28105f * NV - 0.1405f;
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float num = 58.5299f * rough * rough - 85.0941f * rough * NV + 9.8955f * NV * NV +
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1.9250f * rough + 74.2268f * NV - 0.2246f;
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return saturate(den / num);
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}
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float ior_from_F0(float F0)
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{
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float f = sqrt(clamp(F0, 0.0, 0.99));
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return (-f - 1.0) / (f - 1.0);
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}
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void node_bsdf_principled(vec4 base_color,
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float metallic,
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float roughness,
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float ior,
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float alpha,
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vec3 N,
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float weight,
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float subsurface_weight,
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vec3 subsurface_radius,
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float subsurface_scale,
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float subsurface_ior,
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float subsurface_anisotropy,
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float specular_ior_level,
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vec4 specular_tint,
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float anisotropic,
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float anisotropic_rotation,
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vec3 T,
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float transmission_weight,
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float coat_weight,
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float coat_roughness,
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float coat_ior,
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vec4 coat_tint,
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vec3 CN,
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float sheen_weight,
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float sheen_roughness,
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vec4 sheen_tint,
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vec4 emission,
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float emission_strength,
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const float do_diffuse,
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const float do_coat,
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const float do_refraction,
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const float do_multiscatter,
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const float do_sss,
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out Closure result)
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{
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/* Match cycles. */
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metallic = saturate(metallic);
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roughness = saturate(roughness);
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ior = max(ior, 1e-5);
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alpha = saturate(alpha);
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subsurface_weight = saturate(subsurface_weight);
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/* Not used by EEVEE */
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/* subsurface_anisotropy = clamp(subsurface_anisotropy, 0.0, 0.9); */
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/* subsurface_ior = clamp(subsurface_ior, 1.01, 3.8); */
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specular_ior_level = max(specular_ior_level, 0.0);
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specular_tint = max(specular_tint, vec4(0.0));
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/* Not used by EEVEE */
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/* anisotropic = saturate(anisotropic); */
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transmission_weight = saturate(transmission_weight);
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coat_weight = max(coat_weight, 0.0);
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coat_roughness = saturate(coat_roughness);
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coat_ior = max(coat_ior, 1.0);
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coat_tint = max(coat_tint, vec4(0.0));
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sheen_weight = max(sheen_weight, 0.0);
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sheen_roughness = saturate(sheen_roughness);
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sheen_tint = max(sheen_tint, vec4(0.0));
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base_color = max(base_color, vec4(0.0));
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vec4 clamped_base_color = min(base_color, vec4(1.0));
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N = safe_normalize(N);
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CN = safe_normalize(CN);
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vec3 V = coordinate_incoming(g_data.P);
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float NV = dot(N, V);
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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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vec3 sheen_data_color = vec3(0.0);
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if (sheen_weight > 0.0) {
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/* TODO: Maybe sheen_weight should be specular. */
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vec3 sheen_color = sheen_weight * sheen_tint.rgb * principled_sheen(NV, sheen_roughness);
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sheen_data_color = weight * sheen_color;
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/* Attenuate lower layers */
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weight *= max((1.0 - math_reduce_max(sheen_color)), 0.0);
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}
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/* Second layer: Coat */
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ClosureReflection coat_data;
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coat_data.N = CN;
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coat_data.roughness = coat_roughness;
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coat_data.color = vec3(1.0);
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if (coat_weight > 0.0) {
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float coat_NV = dot(coat_data.N, V);
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float reflectance = bsdf_lut(coat_NV, coat_data.roughness, coat_ior, false).x;
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coat_data.weight = weight * coat_weight * reflectance;
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/* Attenuate lower layers */
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weight *= max((1.0 - reflectance * coat_weight), 0.0);
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if (!all(equal(coat_tint.rgb, vec3(1.0)))) {
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float coat_neta = 1.0 / coat_ior;
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float NT = sqrt_fast(1.0 - coat_neta * coat_neta * (1 - NV * NV));
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/* Tint lower layers. */
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coat_tint.rgb = mix(vec3(1.0), pow(coat_tint.rgb, vec3(1.0 / NT)), saturate(coat_weight));
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}
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}
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else {
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coat_tint.rgb = vec3(1.0);
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coat_data.weight = 0.0;
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}
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/* Attenuated by sheen and coat. */
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ClosureEmission emission_data;
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emission_data.weight = weight;
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emission_data.emission = coat_tint.rgb * emission.rgb * emission_strength;
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/* Metallic component */
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ClosureReflection reflection_data;
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reflection_data.N = N;
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reflection_data.roughness = roughness;
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vec3 reflection_tint = specular_tint.rgb;
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if (metallic > 0.0) {
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vec3 F0 = clamped_base_color.rgb;
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vec3 F82 = min(reflection_tint, vec3(1.0));
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vec3 metallic_brdf;
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brdf_f82_tint_lut(F0, F82, NV, roughness, do_multiscatter != 0.0, metallic_brdf);
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reflection_data.color = weight * metallic * metallic_brdf;
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/* Attenuate lower layers */
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weight *= max((1.0 - metallic), 0.0);
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}
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else {
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reflection_data.color = vec3(0.0);
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}
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/* Transmission component */
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ClosureRefraction refraction_data;
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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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if (transmission_weight > 0.0) {
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vec3 F0 = vec3(F0_from_ior(ior)) * reflection_tint;
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vec3 F90 = vec3(1.0);
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vec3 reflectance, transmittance;
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bsdf_lut(F0,
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F90,
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clamped_base_color.rgb,
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NV,
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roughness,
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ior,
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do_multiscatter != 0.0,
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reflectance,
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transmittance);
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reflection_data.color += weight * transmission_weight * reflectance;
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refraction_data.weight = weight * transmission_weight;
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refraction_data.color = transmittance * coat_tint.rgb;
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/* Attenuate lower layers */
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weight *= max((1.0 - transmission_weight), 0.0);
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}
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else {
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refraction_data.weight = 0.0;
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refraction_data.color = vec3(0.0);
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}
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/* Specular component */
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if (true) {
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float eta = ior;
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float f0 = F0_from_ior(eta);
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if (specular_ior_level != 0.5) {
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f0 *= 2.0 * specular_ior_level;
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eta = ior_from_F0(f0);
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if (ior < 1.0) {
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eta = 1.0 / eta;
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}
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}
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vec3 F0 = vec3(f0) * reflection_tint;
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F0 = clamp(F0, vec3(0.0), vec3(1.0));
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vec3 F90 = vec3(1.0);
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vec3 reflectance, unused;
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bsdf_lut(F0, F90, vec3(0.0), NV, roughness, eta, do_multiscatter != 0.0, reflectance, unused);
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reflection_data.color += weight * reflectance;
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/* Adjust the weight of picking the closure. */
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reflection_data.color *= coat_tint.rgb;
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reflection_data.weight = math_average(reflection_data.color);
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reflection_data.color *= safe_rcp(reflection_data.weight);
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/* Attenuate lower layers */
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weight *= max((1.0 - math_reduce_max(reflectance)), 0.0);
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}
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#ifdef GPU_SHADER_EEVEE_LEGACY_DEFINES
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/* EEVEE Legacy evaluates the subsurface as a diffuse closure.
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* So this has no performance penalty. However, using a separate closure for subsurface
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* (just like for EEVEE-Next) would induce a huge performance hit. */
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ClosureSubsurface diffuse_data;
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/* Flag subsurface as disabled by default. */
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diffuse_data.sss_radius.b = -1.0;
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#else
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ClosureDiffuse diffuse_data;
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#endif
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diffuse_data.N = N;
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subsurface_radius = max(subsurface_radius * subsurface_scale, vec3(0.0));
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/* Subsurface component */
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if (subsurface_weight > 0.0) {
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#ifdef GPU_SHADER_EEVEE_LEGACY_DEFINES
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/* For Legacy EEVEE, Subsurface is just part of the diffuse. Just evaluate the mixed color. */
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/* Subsurface Scattering materials behave unpredictably with values greater than 1.0 in
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* Cycles. So it's clamped there and we clamp here for consistency with Cycles. */
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base_color = mix(base_color, clamped_base_color, subsurface_weight);
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if (do_sss != 0.0) {
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diffuse_data.sss_radius = subsurface_weight * subsurface_radius;
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}
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#else
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ClosureSubsurface sss_data;
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sss_data.N = N;
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sss_data.sss_radius = subsurface_radius;
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/* Subsurface Scattering materials behave unpredictably with values greater than 1.0 in
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* Cycles. So it's clamped there and we clamp here for consistency with Cycles. */
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sss_data.color = (subsurface_weight * weight) * clamped_base_color.rgb * coat_tint.rgb;
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/* Add energy of the sheen layer until we have proper sheen BSDF. */
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sss_data.color += sheen_data_color;
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sss_data.weight = math_average(sss_data.color);
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sss_data.color *= safe_rcp(sss_data.weight);
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result = closure_eval(sss_data);
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/* Attenuate lower layers */
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weight *= max((1.0 - subsurface_weight), 0.0);
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#endif
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}
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/* Diffuse component */
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if (true) {
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diffuse_data.color = weight * base_color.rgb * coat_tint.rgb;
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/* Add energy of the sheen layer until we have proper sheen BSDF. */
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diffuse_data.color += sheen_data_color;
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diffuse_data.weight = math_average(diffuse_data.color);
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diffuse_data.color *= safe_rcp(diffuse_data.weight);
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}
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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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if (do_diffuse == 0.0 && do_refraction == 0.0 && do_coat != 0.0) {
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#ifdef PRINCIPLED_COAT
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/* Metallic & Coat case. */
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result = closure_eval(reflection_data, coat_data);
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#endif
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}
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else if (do_diffuse == 0.0 && do_refraction == 0.0 && do_coat == 0.0) {
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#ifdef PRINCIPLED_METALLIC
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/* Metallic case. */
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result = closure_eval(reflection_data);
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#endif
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}
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else if (do_diffuse != 0.0 && do_refraction == 0.0 && do_coat == 0.0) {
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#ifdef PRINCIPLED_DIELECTRIC
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/* Dielectric case. */
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result = closure_eval(diffuse_data, reflection_data);
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#endif
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}
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else if (do_diffuse == 0.0 && do_refraction != 0.0 && do_coat == 0.0) {
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#ifdef PRINCIPLED_GLASS
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/* Glass case. */
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result = closure_eval(reflection_data, refraction_data);
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#endif
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}
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else {
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#ifdef PRINCIPLED_ANY
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/* Un-optimized case. */
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result = closure_eval(diffuse_data, reflection_data, coat_data, refraction_data);
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#endif
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}
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Closure emission_cl = closure_eval(emission_data);
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Closure transparency_cl = closure_eval(transparency_data);
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result = closure_add(result, emission_cl);
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result = closure_add(result, transparency_cl);
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}
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