They are actually already some literals with the `f` suffix that are in our shader codebase and we never had problem in the past 5 years (or even 8 years). So I think it is safe to do and improves convergence of codestyles. Pull Request: https://projects.blender.org/blender/blender/pulls/137352
256 lines
8.6 KiB
GLSL
256 lines
8.6 KiB
GLSL
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
|
|
*
|
|
* SPDX-License-Identifier: GPL-2.0-or-later */
|
|
|
|
#include "gpu_shader_common_math.glsl"
|
|
#include "gpu_shader_math_fast_lib.glsl"
|
|
|
|
vec3 tint_from_color(vec3 color)
|
|
{
|
|
float lum = dot(color, vec3(0.3f, 0.6f, 0.1f)); /* luminance approx. */
|
|
return (lum > 0.0f) ? color / lum : vec3(1.0f); /* 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, 0.0f, 0.99f));
|
|
return (-f - 1.0f) / (f - 1.0f);
|
|
}
|
|
|
|
void node_bsdf_principled(vec4 base_color,
|
|
float metallic,
|
|
float roughness,
|
|
float ior,
|
|
float alpha,
|
|
vec3 N,
|
|
float weight,
|
|
float diffuse_roughness,
|
|
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,
|
|
float thin_film_thickness,
|
|
float thin_film_ior,
|
|
const float do_multiscatter,
|
|
out Closure result)
|
|
{
|
|
/* Match cycles. */
|
|
metallic = saturate(metallic);
|
|
roughness = saturate(roughness);
|
|
ior = max(ior, 1e-5f);
|
|
alpha = saturate(alpha);
|
|
subsurface_weight = saturate(subsurface_weight);
|
|
/* Not used by EEVEE */
|
|
/* subsurface_anisotropy = clamp(subsurface_anisotropy, 0.0f, 0.9f); */
|
|
/* subsurface_ior = clamp(subsurface_ior, 1.01f, 3.8f); */
|
|
specular_ior_level = max(specular_ior_level, 0.0f);
|
|
specular_tint = max(specular_tint, vec4(0.0f));
|
|
/* Not used by EEVEE */
|
|
/* anisotropic = saturate(anisotropic); */
|
|
transmission_weight = saturate(transmission_weight);
|
|
coat_weight = max(coat_weight, 0.0f);
|
|
coat_roughness = saturate(coat_roughness);
|
|
coat_ior = max(coat_ior, 1.0f);
|
|
coat_tint = max(coat_tint, vec4(0.0f));
|
|
sheen_weight = max(sheen_weight, 0.0f);
|
|
sheen_roughness = saturate(sheen_roughness);
|
|
sheen_tint = max(sheen_tint, vec4(0.0f));
|
|
|
|
base_color = max(base_color, vec4(0.0f));
|
|
vec4 clamped_base_color = min(base_color, vec4(1.0f));
|
|
|
|
N = safe_normalize(N);
|
|
CN = safe_normalize(CN);
|
|
vec3 V = coordinate_incoming(g_data.P);
|
|
float NV = dot(N, V);
|
|
|
|
/* Transparency component. */
|
|
if (true) {
|
|
ClosureTransparency transparency_data;
|
|
transparency_data.weight = weight;
|
|
transparency_data.transmittance = vec3(1.0f - alpha);
|
|
transparency_data.holdout = 0.0f;
|
|
closure_eval(transparency_data);
|
|
|
|
weight *= alpha;
|
|
}
|
|
|
|
/* First layer: Sheen */
|
|
vec3 sheen_data_color = vec3(0.0f);
|
|
if (sheen_weight > 0.0f) {
|
|
/* 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((1.0f - math_reduce_max(sheen_color)), 0.0f);
|
|
}
|
|
|
|
/* Second layer: Coat */
|
|
if (coat_weight > 0.0f) {
|
|
float coat_NV = dot(CN, V);
|
|
float reflectance = bsdf_lut(coat_NV, coat_roughness, coat_ior, false).x;
|
|
|
|
ClosureReflection coat_data;
|
|
coat_data.N = CN;
|
|
coat_data.roughness = coat_roughness;
|
|
coat_data.color = vec3(1.0f);
|
|
coat_data.weight = weight * coat_weight * reflectance;
|
|
closure_eval(coat_data);
|
|
|
|
/* Attenuate lower layers */
|
|
weight *= max((1.0f - reflectance * coat_weight), 0.0f);
|
|
|
|
if (!all(equal(coat_tint.rgb, vec3(1.0f)))) {
|
|
float coat_neta = 1.0f / coat_ior;
|
|
float NT = sqrt_fast(1.0f - coat_neta * coat_neta * (1 - NV * NV));
|
|
/* Tint lower layers. */
|
|
coat_tint.rgb = mix(vec3(1.0f), pow(coat_tint.rgb, vec3(1.0f / NT)), saturate(coat_weight));
|
|
}
|
|
}
|
|
else {
|
|
coat_tint.rgb = vec3(1.0f);
|
|
}
|
|
|
|
/* Emission component.
|
|
* Attenuated by sheen and coat.
|
|
*/
|
|
if (true) {
|
|
ClosureEmission emission_data;
|
|
emission_data.weight = weight;
|
|
emission_data.emission = coat_tint.rgb * emission.rgb * emission_strength;
|
|
closure_eval(emission_data);
|
|
}
|
|
|
|
/* Metallic component */
|
|
vec3 reflection_tint = specular_tint.rgb;
|
|
vec3 reflection_color = vec3(0.0f);
|
|
if (metallic > 0.0f) {
|
|
vec3 F0 = clamped_base_color.rgb;
|
|
vec3 F82 = min(reflection_tint, vec3(1.0f));
|
|
vec3 metallic_brdf;
|
|
brdf_f82_tint_lut(F0, F82, NV, roughness, do_multiscatter != 0.0f, metallic_brdf);
|
|
reflection_color = weight * metallic * metallic_brdf;
|
|
/* Attenuate lower layers */
|
|
weight *= max((1.0f - metallic), 0.0f);
|
|
}
|
|
|
|
/* Transmission component */
|
|
if (transmission_weight > 0.0f) {
|
|
vec3 F0 = vec3(F0_from_ior(ior)) * reflection_tint;
|
|
vec3 F90 = vec3(1.0f);
|
|
vec3 reflectance, transmittance;
|
|
bsdf_lut(F0,
|
|
F90,
|
|
sqrt(clamped_base_color.rgb),
|
|
NV,
|
|
roughness,
|
|
ior,
|
|
do_multiscatter != 0.0f,
|
|
reflectance,
|
|
transmittance);
|
|
|
|
reflection_color += weight * transmission_weight * reflectance;
|
|
|
|
ClosureRefraction refraction_data;
|
|
refraction_data.N = N;
|
|
refraction_data.roughness = roughness;
|
|
refraction_data.ior = ior;
|
|
refraction_data.weight = weight * transmission_weight;
|
|
refraction_data.color = transmittance * coat_tint.rgb;
|
|
closure_eval(refraction_data);
|
|
|
|
/* Attenuate lower layers */
|
|
weight *= max((1.0f - transmission_weight), 0.0f);
|
|
}
|
|
|
|
/* Specular component */
|
|
if (true) {
|
|
float eta = ior;
|
|
float f0 = F0_from_ior(eta);
|
|
if (specular_ior_level != 0.5f) {
|
|
f0 *= 2.0f * specular_ior_level;
|
|
eta = ior_from_F0(f0);
|
|
if (ior < 1.0f) {
|
|
eta = 1.0f / eta;
|
|
}
|
|
}
|
|
|
|
vec3 F0 = vec3(f0) * reflection_tint;
|
|
F0 = clamp(F0, vec3(0.0f), vec3(1.0f));
|
|
vec3 F90 = vec3(1.0f);
|
|
vec3 reflectance, unused;
|
|
bsdf_lut(
|
|
F0, F90, vec3(0.0f), NV, roughness, eta, do_multiscatter != 0.0f, reflectance, unused);
|
|
|
|
ClosureReflection reflection_data;
|
|
reflection_data.N = N;
|
|
reflection_data.roughness = roughness;
|
|
reflection_data.color = (reflection_color + weight * reflectance) * coat_tint.rgb;
|
|
/* `weight` is already applied in `color`. */
|
|
reflection_data.weight = 1.0f;
|
|
closure_eval(reflection_data);
|
|
|
|
/* Attenuate lower layers */
|
|
weight *= max((1.0f - math_reduce_max(reflectance)), 0.0f);
|
|
}
|
|
|
|
/* Subsurface component */
|
|
if (subsurface_weight > 0.0f) {
|
|
ClosureSubsurface sss_data;
|
|
sss_data.N = N;
|
|
sss_data.sss_radius = max(subsurface_radius * subsurface_scale, vec3(0.0f));
|
|
/* 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;
|
|
/* `weight` is already applied in `color`. */
|
|
sss_data.weight = 1.0f;
|
|
closure_eval(sss_data);
|
|
|
|
/* Attenuate lower layers */
|
|
weight *= max((1.0f - subsurface_weight), 0.0f);
|
|
}
|
|
|
|
/* Diffuse component */
|
|
if (true) {
|
|
ClosureDiffuse diffuse_data;
|
|
diffuse_data.N = N;
|
|
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;
|
|
/* `weight` is already applied in `color`. */
|
|
diffuse_data.weight = 1.0f;
|
|
closure_eval(diffuse_data);
|
|
}
|
|
|
|
result = Closure(0);
|
|
}
|