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test2/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
Miguel Pozo 31d8a6514f Fix: EEVEE(Legacy): Broken dielectric material shading
sss_radius r and g are already used for occlussion workarounds.
Use only sss_radius.b for flagging sss as disabled.
Regression from 2942147079.
2024-01-10 17:59:20 +01:00

308 lines
11 KiB
GLSL

/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_math_fast_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_common_math.glsl)
vec3 tint_from_color(vec3 color)
{
float lum = dot(color, vec3(0.3, 0.6, 0.1)); /* luminance approx. */
return (lum > 0.0) ? color / lum : vec3(1.0); /* normalize lum. to isolate hue+sat */
}
float principled_sheen(float NV, float rough)
{
/* Empirical approximation (manual curve fitting) to the sheen_weight albedo. Can be refined. */
float den = 35.6694f * rough * rough - 24.4269f * rough * NV - 0.1405f * NV * NV +
6.1211f * rough + 0.28105f * NV - 0.1405f;
float num = 58.5299f * rough * rough - 85.0941f * rough * NV + 9.8955f * NV * NV +
1.9250f * rough + 74.2268f * NV - 0.2246f;
return saturate(den / num);
}
float ior_from_F0(float F0)
{
float f = sqrt(clamp(F0, 0.0, 0.99));
return (-f - 1.0) / (f - 1.0);
}
void node_bsdf_principled(vec4 base_color,
float metallic,
float roughness,
float ior,
float alpha,
vec3 N,
float weight,
float subsurface_weight,
vec3 subsurface_radius,
float subsurface_scale,
float subsurface_ior,
float subsurface_anisotropy,
float specular_ior_level,
vec4 specular_tint,
float anisotropic,
float anisotropic_rotation,
vec3 T,
float transmission_weight,
float coat_weight,
float coat_roughness,
float coat_ior,
vec4 coat_tint,
vec3 CN,
float sheen_weight,
float sheen_roughness,
vec4 sheen_tint,
vec4 emission,
float emission_strength,
const float do_diffuse,
const float do_coat,
const float do_refraction,
const float do_multiscatter,
const float do_sss,
out Closure result)
{
/* Match cycles. */
metallic = saturate(metallic);
roughness = saturate(roughness);
ior = max(ior, 1e-5);
alpha = saturate(alpha);
subsurface_weight = saturate(subsurface_weight);
/* Not used by EEVEE */
/* subsurface_anisotropy = clamp(subsurface_anisotropy, 0.0, 0.9); */
/* subsurface_ior = clamp(subsurface_ior, 1.01, 3.8); */
specular_ior_level = max(specular_ior_level, 0.0);
specular_tint = max(specular_tint, vec4(0.0));
/* Not used by EEVEE */
/* anisotropic = saturate(anisotropic); */
transmission_weight = saturate(transmission_weight);
coat_weight = max(coat_weight, 0.0);
coat_roughness = saturate(coat_roughness);
coat_ior = max(coat_ior, 1.0);
coat_tint = max(coat_tint, vec4(0.0));
sheen_weight = max(sheen_weight, 0.0);
sheen_roughness = saturate(sheen_roughness);
sheen_tint = max(sheen_tint, vec4(0.0));
base_color = max(base_color, vec4(0.0));
vec4 clamped_base_color = min(base_color, vec4(1.0));
N = safe_normalize(N);
CN = safe_normalize(CN);
vec3 V = coordinate_incoming(g_data.P);
float NV = dot(N, V);
ClosureTransparency transparency_data;
transparency_data.weight = weight;
transparency_data.transmittance = vec3(1.0 - alpha);
transparency_data.holdout = 0.0;
weight *= alpha;
/* First layer: Sheen */
vec3 sheen_data_color = vec3(0.0);
if (sheen_weight > 0.0) {
/* TODO: Maybe sheen_weight should be specular. */
vec3 sheen_color = sheen_weight * sheen_tint.rgb * principled_sheen(NV, sheen_roughness);
sheen_data_color = weight * sheen_color;
/* Attenuate lower layers */
weight *= max((1.0 - math_reduce_max(sheen_color)), 0.0);
}
/* Second layer: Coat */
ClosureReflection coat_data;
coat_data.N = CN;
coat_data.roughness = coat_roughness;
coat_data.color = vec3(1.0);
if (coat_weight > 0.0) {
float coat_NV = dot(coat_data.N, V);
float reflectance = bsdf_lut(coat_NV, coat_data.roughness, coat_ior, false).x;
coat_data.weight = weight * coat_weight * reflectance;
/* Attenuate lower layers */
weight *= max((1.0 - reflectance * coat_weight), 0.0);
if (!all(equal(coat_tint.rgb, vec3(1.0)))) {
float coat_neta = 1.0 / coat_ior;
float NT = sqrt_fast(1.0 - coat_neta * coat_neta * (1 - NV * NV));
/* Tint lower layers. */
coat_tint.rgb = mix(vec3(1.0), pow(coat_tint.rgb, vec3(1.0 / NT)), saturate(coat_weight));
}
}
else {
coat_tint.rgb = vec3(1.0);
coat_data.weight = 0.0;
}
/* Attenuated by sheen and coat. */
ClosureEmission emission_data;
emission_data.weight = weight;
emission_data.emission = coat_tint.rgb * emission.rgb * emission_strength;
/* Metallic component */
ClosureReflection reflection_data;
reflection_data.N = N;
reflection_data.roughness = roughness;
vec3 reflection_tint = specular_tint.rgb;
if (metallic > 0.0) {
vec3 F0 = clamped_base_color.rgb;
vec3 F82 = min(reflection_tint, vec3(1.0));
vec3 metallic_brdf;
brdf_f82_tint_lut(F0, F82, NV, roughness, do_multiscatter != 0.0, metallic_brdf);
reflection_data.color = weight * metallic * metallic_brdf;
/* Attenuate lower layers */
weight *= max((1.0 - metallic), 0.0);
}
else {
reflection_data.color = vec3(0.0);
}
/* Transmission component */
ClosureRefraction refraction_data;
refraction_data.N = N;
refraction_data.roughness = roughness;
refraction_data.ior = ior;
if (transmission_weight > 0.0) {
vec3 F0 = vec3(F0_from_ior(ior)) * reflection_tint;
vec3 F90 = vec3(1.0);
vec3 reflectance, transmittance;
bsdf_lut(F0,
F90,
clamped_base_color.rgb,
NV,
roughness,
ior,
do_multiscatter != 0.0,
reflectance,
transmittance);
reflection_data.color += weight * transmission_weight * reflectance;
refraction_data.weight = weight * transmission_weight;
refraction_data.color = transmittance * coat_tint.rgb;
/* Attenuate lower layers */
weight *= max((1.0 - transmission_weight), 0.0);
}
else {
refraction_data.weight = 0.0;
refraction_data.color = vec3(0.0);
}
/* Specular component */
if (true) {
float eta = ior;
float f0 = F0_from_ior(eta);
if (specular_ior_level != 0.5) {
f0 *= 2.0 * specular_ior_level;
eta = ior_from_F0(f0);
if (ior < 1.0) {
eta = 1.0 / eta;
}
}
vec3 F0 = vec3(f0) * reflection_tint;
F0 = clamp(F0, vec3(0.0), vec3(1.0));
vec3 F90 = vec3(1.0);
vec3 reflectance, unused;
bsdf_lut(F0, F90, vec3(0.0), NV, roughness, eta, do_multiscatter != 0.0, reflectance, unused);
reflection_data.color += weight * reflectance;
/* Adjust the weight of picking the closure. */
reflection_data.color *= coat_tint.rgb;
reflection_data.weight = math_average(reflection_data.color);
reflection_data.color *= safe_rcp(reflection_data.weight);
/* Attenuate lower layers */
weight *= max((1.0 - math_reduce_max(reflectance)), 0.0);
}
#ifdef GPU_SHADER_EEVEE_LEGACY_DEFINES
/* EEVEE Legacy evaluates the subsurface as a diffuse closure.
* So this has no performance penalty. However, using a separate closure for subsurface
* (just like for EEVEE-Next) would induce a huge performance hit. */
ClosureSubsurface diffuse_data;
/* Flag subsurface as disabled by default. */
diffuse_data.sss_radius.b = -1.0;
#else
ClosureDiffuse diffuse_data;
#endif
diffuse_data.N = N;
subsurface_radius = max(subsurface_radius * subsurface_scale, vec3(0.0));
/* Subsurface component */
if (subsurface_weight > 0.0) {
#ifdef GPU_SHADER_EEVEE_LEGACY_DEFINES
/* For Legacy EEVEE, Subsurface is just part of the diffuse. Just evaluate the mixed color. */
/* Subsurface Scattering materials behave unpredictably with values greater than 1.0 in
* Cycles. So it's clamped there and we clamp here for consistency with Cycles. */
base_color = mix(base_color, clamped_base_color, subsurface_weight);
if (do_sss != 0.0) {
diffuse_data.sss_radius = subsurface_weight * subsurface_radius;
}
#else
ClosureSubsurface sss_data;
sss_data.N = N;
sss_data.sss_radius = subsurface_radius;
/* Subsurface Scattering materials behave unpredictably with values greater than 1.0 in
* Cycles. So it's clamped there and we clamp here for consistency with Cycles. */
sss_data.color = (subsurface_weight * weight) * clamped_base_color.rgb * coat_tint.rgb;
/* Add energy of the sheen layer until we have proper sheen BSDF. */
sss_data.color += sheen_data_color;
sss_data.weight = math_average(sss_data.color);
sss_data.color *= safe_rcp(sss_data.weight);
result = closure_eval(sss_data);
/* Attenuate lower layers */
weight *= max((1.0 - subsurface_weight), 0.0);
#endif
}
/* Diffuse component */
if (true) {
diffuse_data.color = weight * base_color.rgb * coat_tint.rgb;
/* Add energy of the sheen layer until we have proper sheen BSDF. */
diffuse_data.color += sheen_data_color;
diffuse_data.weight = math_average(diffuse_data.color);
diffuse_data.color *= safe_rcp(diffuse_data.weight);
}
/* Ref. #98190: Defines are optimizations for old compilers.
* Might become unnecessary with EEVEE-Next. */
if (do_diffuse == 0.0 && do_refraction == 0.0 && do_coat != 0.0) {
#ifdef PRINCIPLED_COAT
/* Metallic & Coat case. */
result = closure_eval(reflection_data, coat_data);
#endif
}
else if (do_diffuse == 0.0 && do_refraction == 0.0 && do_coat == 0.0) {
#ifdef PRINCIPLED_METALLIC
/* Metallic case. */
result = closure_eval(reflection_data);
#endif
}
else if (do_diffuse != 0.0 && do_refraction == 0.0 && do_coat == 0.0) {
#ifdef PRINCIPLED_DIELECTRIC
/* Dielectric case. */
result = closure_eval(diffuse_data, reflection_data);
#endif
}
else if (do_diffuse == 0.0 && do_refraction != 0.0 && do_coat == 0.0) {
#ifdef PRINCIPLED_GLASS
/* Glass case. */
result = closure_eval(reflection_data, refraction_data);
#endif
}
else {
#ifdef PRINCIPLED_ANY
/* Un-optimized case. */
result = closure_eval(diffuse_data, reflection_data, coat_data, refraction_data);
#endif
}
Closure emission_cl = closure_eval(emission_data);
Closure transparency_cl = closure_eval(transparency_data);
result = closure_add(result, emission_cl);
result = closure_add(result, transparency_cl);
}