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BRDF_frag.ts
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BRDF_frag.ts
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/**
* @internal
*/
export let BRDF_frag: string = /*wgsl*/ `
#include "Clearcoat_frag"
#include "EnvMap_frag"
#include "BrdfLut_frag"
#include "ColorUtil_frag"
#include "SHCommon_frag"
struct FragData {
Ao: f32,
Metallic: f32,
Roughness: f32,
Albedo: vec4<f32>,
Emissive: vec3<f32>,
Specular: vec3<f32>,
N: vec3<f32>,
V: vec3<f32>,
R: vec3<f32>,
T: vec3<f32>,
F0: vec3<f32>,
F: vec3<f32>,
KS: vec3<f32>,
KD: vec3<f32>,
Alpha: f32,
Shadow: f32,
Indirect: f32,
Reflectance: f32,
NoV: f32,
FaceDirection:f32,
ClearcoatRoughness:f32,
ClearcoatFactor:f32,
ClearcoatIor:f32,
EnvColor: vec3<f32>,
Irradiance: vec3<f32>,
LightChannel: vec3<f32>
};
var<private> fragData: FragData;
struct BxDFContext
{
NoV : f32 ,
NoL : f32 ,
VoL : f32 ,
NoH : f32 ,
HoL : f32 ,
VoH : f32
};
fn getContext( N:vec3<f32>, V:vec3<f32>, H:vec3<f32>, L:vec3<f32> ) -> BxDFContext
{
var Context:BxDFContext ;
Context.NoL = saturate(dot(N, L));
Context.NoV = saturate(dot(N, V));
Context.VoL = saturate(dot(V, L));
Context.NoH = saturate(dot(N, H));
Context.VoH = saturate(dot(V, H));
Context.HoL = saturate(dot(H, L));
return Context ;
}
// convert roughness to mipmapLevel
fn roughnessToMipmapLevel( roughness: f32 , mipmapCount:i32 ) -> f32{
let level = roughness * (1.7 - 0.7 * roughness );
return level * f32(mipmapCount);
}
fn IORToF0(ior:f32)->f32{
var dc = ior - 1.0 ;
dc *= dc ;
var dt = ior + 1.0 ;
dt *= dt ;
return dc / dt ;
}
fn Fd90( NoL:f32, roughness:f32) -> f32
{
return (2.0 * NoL * roughness) + 0.4;
}
fn KDisneyTerm( NoL:f32, NoV:f32 , roughness:f32) -> f32
{
return (1.0 + Fd90(NoL, roughness) * pow(1.0 - NoL, 5.0)) * (1.0 + Fd90(NoV, roughness) * pow(1.0 - NoV, 5.0));
}
fn FresnelSchlick( NoV:f32, F0:vec3<f32>) -> vec3<f32>
{
return F0 + (1.0 - F0) * pow(1.0 - NoV, 5.0);
}
fn FresnelTerm( cosA:f32, F0:vec3<f32>) -> vec3<f32>
{
let t = pow5( 1.0 - cosA );
return F0 + (1.0 - F0) * t;
}
fn FresnelLerp( cosA:f32, F0:vec3<f32> , F90:vec3<f32>) -> vec3<f32>
{
let t = pow5( 1.0 - cosA );
return mix( F0 ,F90,t ) ;
}
fn FresnelSchlickRoughness( NoV:f32, F0:vec3<f32>, roughness:f32) -> vec3<f32>
{
return F0 + (max(vec3(roughness), F0) - F0) * pow(1.0 - NoV, 5.0);
}
fn DistributionGGX( NdotH:f32 , roughness:f32 ) -> f32
{
let alpha = roughness * roughness;
let alpha2 = roughness * roughness;
let NdotH2 = NdotH * NdotH;
let nom = alpha2;
var denom = (NdotH2 * (alpha2 - 1.0) + 1.0);
denom = PI * denom * denom;
return nom / denom;
}
// [Heitz 2014, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs"]
fn Vis_SmithJoint( NoV : f32 , NoL : f32 , a2 : f32) -> f32
{
var Vis_SmithV = NoL * sqrt(NoV * (NoV - NoV * a2) + a2);
var Vis_SmithL = NoV * sqrt(NoL * (NoL - NoL * a2) + a2);
return 0.5 * rcp(Vis_SmithV + Vis_SmithL);
}
fn Vis_SmithJointApprox( NoV : f32 , NoL : f32 , a2 : f32 ) -> f32
{
let a = sqrt(a2);
let Vis_SmithV = NoL * ( NoV * ( 1.0 - a ) + a );
let Vis_SmithL = NoV * ( NoL * ( 1.0 - a ) + a );
return 0.5 * rcp( Vis_SmithV + Vis_SmithL );
}
fn GeometrySchlickGGX( NdotV : f32 , roughness : f32 ) -> f32
{
//roughness compute ks
let r = (roughness + 1.0);
let k = (r*r) / 8.0;
let nom = NdotV;
let denom = NdotV * (1.0 - k) + k;
return nom / denom;
}
fn GeometrySmith( NdotV:f32 , NdotL:f32 , roughness : f32) -> f32
{
// let NdotV = max(dot(N, V), 0.0);
// let NdotL = max(dot(N, L), 0.0);
let ggx1 = GeometrySchlickGGX(NdotV, roughness);
let ggx2 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
fn GeometryAttenuationGGXSmith( NdotL:f32, NdotV:f32, roughness:f32) -> f32
{
var NdotL2 = NdotL * NdotL;
var NdotV2 = NdotV * NdotV;
var kRough2 = roughness * roughness + 0.0001;
var ggxL = (2.0 * NdotL) / (NdotL + sqrt(NdotL2 + kRough2 * (1.0 - NdotL2)));
var ggxV = (2.0 * NdotV) / (NdotV + sqrt(NdotV2 + kRough2 * (1.0 - NdotV2)));
return ggxL * ggxV;
}
fn colorLinear( colorVector:vec3<f32> ) -> vec3<f32>
{
var linearColor = pow(colorVector.rgb, vec3<f32>(2.2));
return linearColor;
}
fn computeFresnelSchlick( NoV:f32 , F0:vec3<f32>) -> vec3<f32>
{
return F0 + (1.0 - F0) * pow(clamp(1.0 - NoV,0.0,1.0), 5.0);
}
fn computeFresnelSchlickRoughness(NoV:f32 , F0:vec3<f32>, roughness:f32) -> vec3<f32>
{
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(clamp(1.0 - fragData.NoV,0.0,1.0), 5.0);
}
fn computeDistributionGGX( N:vec3<f32>, H:vec3<f32>, roughness:f32) -> f32
{
var alpha = roughness * roughness;
var alpha2 = alpha * alpha;
var NdotH = saturate(dot(N, H));
var NdotH2 = NdotH * NdotH;
return (alpha2) / (PI * (NdotH2 * (alpha2 - 1.0) + 1.0) * (NdotH2 * (alpha2 - 1.0) + 1.0));
}
fn D_GGX( NoH:f32, roughness:f32 ) -> f32
{
var d = ( NoH * roughness - NoH ) * NoH + 1.0; // 2 mad
return roughness / ( PI*d*d ); // 4 mul, 1 rcp
}
fn computeGeometryAttenuationGGXSmith( NdotL:f32 , NdotV:f32, roughness:f32) -> f32
{
var NdotL2 = NdotL * NdotL;
var NdotV2 = NdotV * NdotV;
var kRough2 = roughness * roughness + 0.0001;
var ggxL = (2.0 * NdotL) / (NdotL + sqrt(NdotL2 + kRough2 * (1.0 - NdotL2)));
var ggxV = (2.0 * NdotV) / (NdotV + sqrt(NdotV2 + kRough2 * (1.0 - NdotV2)));
return ggxL * ggxV;
}
fn Vis_Smith( NoL:f32 , NoV:f32, a2:f32 )-> f32
{
var Vis_SmithV = NoV + sqrt( NoV * (NoV - NoV * a2) + a2 );
var Vis_SmithL = NoL + sqrt( NoL * (NoL - NoL * a2) + a2 );
return rcp( Vis_SmithV * Vis_SmithL );
}
fn F_Function( HdotL:f32, F0:vec3f ) -> vec3f
{
var fresnel = exp2((-5.55473 * HdotL - 6.98316) * HdotL);
return mix(vec3f(fresnel),vec3f(1.0),F0);
}
fn D_Function( NdotH:f32, roughness:f32) ->f32
{
var a = roughness*roughness;
var a2 = a*a;
var NdotH2 = NdotH*NdotH;
var nom = a2;
var denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return nom / denom;
}
//G项 几何函数
fn G_SubFunction( NdotW : f32, K : f32)->f32
{
return NdotW / mix(NdotW,1.0,K);
}
fn G_Function( NdotL: f32, NdotV: f32, roughness: f32)->f32
{
var K = (1.0+roughness) * (1.0+roughness) / 8.0;
return G_SubFunction(NdotL,K) * G_SubFunction(NdotV,K);
}
fn DGF_Function( NdotH:f32, NdotL:f32,NdotV:f32, HdotL:f32, roughness:f32, shadow:f32, F0:vec3f , lightColor:vec3f )-> vec3f
{
var D = D_Function(NdotH,roughness);
var G = G_Function(NdotL,NdotV,roughness);
var F = F_Function(HdotL,F0);
// var light_BRDF = saturate(( D * G * F ) / (4 * NdotL * NdotV + 0.001));
let light_BRDF = ( D * G * F ) / (4.0 * NdotV * NdotL + 0.001);
return light_BRDF * lightColor * NdotL * PI * shadow;
}
fn LightDiffuse_Function( HdotL:f32, NdotL:f32 , baseColor:vec3f, metallic:f32, shadow:f32, F0:vec3f, lightColor:vec3f) -> vec3f
{
var KS = F_Function(HdotL,F0);
var KD = (1 - KS) * (1 - metallic);
return KD * baseColor * lightColor.rgb * NdotL * shadow;
}
fn lightContribution( NdotH:f32, NdotL:f32, NdotV:f32, HdotL:f32, roughness:f32, baseColor:vec3f, metallic:f32, shadow:f32, F0:vec3f, lightColor:vec3f ) ->vec3f
{
return LightDiffuse_Function(HdotL,NdotL,baseColor,metallic,shadow,F0,lightColor) + DGF_Function(NdotH,NdotL,NdotV,HdotL,roughness,shadow,F0,lightColor);
}
fn simpleBRDF( albedo:vec3<f32>, N:vec3<f32>, V:vec3<f32>,L:vec3<f32>,att:f32,lightColor:vec3<f32>,roughness:f32 ,metallic:f32)-> vec3<f32>{
let H = normalize(V + L);
let Context:BxDFContext = getContext(N,V,H,L);
let alpha = roughness * roughness;
let a2 = alpha * alpha;
let F0 = mix(vec3<f32>(materialUniform.materialF0.rgb), albedo.rgb , metallic);
let D = D_GGX( Context.NoH , a2);
let G = Vis_SmithJointApprox(Context.NoV,Context.NoL, a2 );
let F = FresnelSchlick(Context.VoH, vec3<f32>(F0));
let specular = ( D * G * F ) / (4.0 * Context.NoV * Context.NoL + 0.001);
// let kS = exp2( (-5.55473 * Context.HoL - 6.98316) * Context.HoL );
let kS = F ;
var kd = 1.0 - kS ;
kd *= 1.0 - metallic ;
#if USE_SRGB_ALBEDO
var diffuse = kd ;
#else
var diffuse = kd * (albedo.rgb / PI ) ;
#endif
let lightAtt = Context.NoL * lightColor * att ;
var diffuseColor = diffuse * lightAtt;
// diffuseColor = vec3f(0.0) ;
var specularColor = specular * lightAtt;
var col = (diffuseColor + specularColor ) ;
return vec3f(col) ;
}
fn getSpecularDominantDir ( N : vec3<f32> , R : vec3<f32> , roughness : f32 ) -> vec3<f32>
{
var smoothness = saturate (1.0 - roughness );
var lerpFactor = smoothness * ( sqrt ( smoothness ) + roughness );
// The result is not normalized as we fetch in a cubemap
return mix (N, R, lerpFactor );
}
fn approximateSpecularIBL( specularColor:vec3<f32> , roughness:f32 , R:vec3<f32> , NoV:f32 ) -> vec3<f32> {
let MAX_REFLECTION_LOD = i32(textureNumLevels(prefilterMap)) ;
let mip = roughnessToMipmapLevel(roughness,MAX_REFLECTION_LOD) * f32(MAX_REFLECTION_LOD);
fragData.EnvColor = (textureSampleLevel(prefilterMap, prefilterMapSampler, getSpecularDominantDir(fragData.N,R,roughness) , mip ).rgb);
fragData.EnvColor = globalUniform.skyExposure * (fragData.EnvColor);
var envBRDF = textureSampleLevel(brdflutMap, brdflutMapSampler, vec2<f32>(NoV, roughness) , 0.0 ) ;
return (specularColor.rgb * envBRDF.x + envBRDF.y) ;
}
fn fresnel_coat(n:vec3<f32>,v:vec3<f32>,ior:f32) -> f32 {
var f0 = (1.0-ior)/(1.0+ior);
f0 = f0 * f0 ;
let fr = pow((f0 + (1.0 - f0)*(1.0 - abs( max(dot(n,v),0.0) ))) , 5.0 ) ;
return fr ;
}
fn reflectEnvMap(n:vec3<f32> , v:vec3<f32> , roughness:f32) -> vec3<f32> {
let MAX_REFLECTION_LOD = i32(textureNumLevels(envMap)) ;
let mip = roughnessToMipmapLevel(roughness,MAX_REFLECTION_LOD);
let R = 2.0 * dot( v , n ) * n - v ;
var prefilteredColor: vec3<f32> = globalUniform.skyExposure * (textureSampleLevel(envMap, envMapSampler, R , mip ).rgb);
prefilteredColor = LinearToGammaSpace(prefilteredColor);
return prefilteredColor ;
}
fn Specular_D_GGX( NoH:f32, roughness:f32 ) -> f32
{
let a2 = roughness * roughness ;
let f = (NoH * a2 - NoH) * NoH + 1.0;
return a2 / (PI * f * f) ;
}
fn V_Kelemen( LoH : f32 ) -> f32 {
return 0.25 / (LoH * LoH);
}
fn F_Schlick( f0:vec3<f32> , f90 : f32 , VoH : f32 ) -> vec3<f32> {
return f0 + (f90 - f0) * pow(1.0 - VoH,5.0);
}
fn F_Schlick2( SpecularColor:vec3<f32>, VoH :f32 )-> vec3<f32> {
var Fc = pow5( 1.0 - VoH );
let rt = clamp(50.0 * SpecularColor.g,0.0,1.0) ;
return rt * Fc + (1.0 - Fc) * SpecularColor;
}
fn oneMinusReflectivity ( metallic : f32 , F0:f32 ) -> f32 {
let range = 1.0 - F0;
return range - metallic * range;
}
//https://google.github.io/filament/Filament.html materialsystem/clearcoatmodel/clearcoatparameterization
fn CoatSpecular_brdf( f:vec3<f32>, s:vec3<f32>, n:vec3<f32> , v:vec3<f32> , l:vec3<f32> , att:f32 , layer :vec3<f32> , clearcoatRoughnessFactor:f32 ) -> vec3<f32> {
let H = normalize(v + l);
let VdotNc = max(dot(v,n),0.0);
let LdotNc = max(dot(l,n),0.0);
let NoH = max(dot(n,H),0.0);
let LoH = saturate(dot(l, H)) ;
let NoL = max(dot(n,l),0.0);
let Fd = f ;
let Fr = s ;
let factor = clamp(clearcoatRoughnessFactor,0.089,1.0);
let clearCoatRoughness = factor * factor ;
let Dc = D_GGX( NoH , factor ) ;
let Vc = V_Kelemen( LoH ) * NoL ;
let Fc = F_Schlick(vec3<f32>(0.04), 2.0 , LoH);
let Frc = (Dc * Vc) * Fc ;
// return layer * vec3<f32>((Fd + Fr * (1.0 - Fc)) * (1.0 - Fc) + Frc) * ( 0.5 + NoL * 0.5 ) ;
return vec3<f32>(Frc) ;
}
#if USE_CLEARCOAT
fn approximate_coating(base:vec3<f32> , clearColor: vec3<f32>, n:vec3<f32> , v:vec3<f32> , light:LightData , clearcoatRoughnessFactor:f32 ) -> vec3<f32> {
let factor = clamp(clearcoatRoughnessFactor,0.084,1.0);
var clearcoatAlpha = factor * factor + fragData.ClearcoatRoughness;
// var lightColor = getHDRColor( lightCC.rgb , light.linear ) ;
var att = light.intensity ;
let l = light.direction ;
let NdotV = max(dot(n,v),0.0);
let MAX_REFLECTION_LOD = f32(textureNumLevels(prefilterMap)) ;
// let mip = roughnessToMipmapLevel(clearcoatAlpha,MAX_REFLECTION_LOD);
let R = 2.0 * dot( v , n ) * n - v ;
var envIBL: vec3<f32> = globalUniform.skyExposure * (textureSampleLevel(prefilterMap, prefilterMapSampler, R , MAX_REFLECTION_LOD * clearcoatRoughnessFactor ).rgb) ;
// envIBL = LinearToGammaSpace(envIBL);
let clearCoat = materialUniform.clearcoatFactor ;
// let f = FresnelSchlickRoughness( max(dot(n,v),0.0) , vec3<f32>(0.0) , clearcoatAlpha ) ;
let clearcoat_brdf = CoatSpecular_brdf( vec3<f32>(0.04) , vec3<f32>( 0.04 ) , n , v , -l , att , vec3<f32>( 0.04 ) , factor ) ;
// return clearcoat_brdf;+ fragData.ClearcoatRoughness
return mix(base, clearcoat_brdf,materialUniform.clearcoatWeight ) ;
}
#endif
fn EnvBRDF( SpecularColor : vec3f , Roughness : f32 , NoV : f32) -> vec3f
{
// brdflutMap, brdflutMapSampler
var AB = textureSampleLevel( brdflutMap, brdflutMapSampler, vec2f( NoV, Roughness ), 0.0 ).rg;
var GF = SpecularColor * AB.x + saturate( 50.0 * SpecularColor.g ) * AB.y;
return GF;
}
fn EnvBRDF_FD90( F0: vec3f , F90: vec3f , Roughness: f32, NoV: f32)-> vec3f
{
// Importance sampled preintegrated G * F
var AB = textureSampleLevel(brdflutMap, brdflutMapSampler, vec2f(NoV, Roughness), 0.0).rg;
var GF = F0 * AB.x + F90 * AB.y;
return GF;
}
fn IBLEnv( V:vec3f , N:vec3f , Roughness : f32) -> vec3f
{
let MAX_REFLECTION_LOD = i32(textureNumLevels(prefilterMap));
let mip = roughnessToMipmapLevel(Roughness,MAX_REFLECTION_LOD);
let R = 2.0 * dot( V , N ) * N - V ;
var envIBL: vec3<f32> = textureSampleLevel(prefilterMap, prefilterMapSampler, R , mip ).rgb ;
return envIBL;
}
fn IBLEnv2( R:vec3f , Roughness : f32) -> vec3f
{
let MAX_REFLECTION_LOD = i32(textureNumLevels(reflectionMap));
let mip = roughnessToMipmapLevel(Roughness,MAX_REFLECTION_LOD);
var envIBL: vec3<f32> ;
// envIBL = textureSampleLevel(envMap, envMapSampler, R , mip * 12.0 ).rgb ;
envIBL = getReflectionsEnv(R,ORI_VertexVarying.vWorldPos.xyz, mip).rgb ;
envIBL = gammaToLiner(envIBL);
return envIBL;
}
fn F_indirect_Function( NdotV:f32, roughness:f32, F0:vec3f) -> vec3f
{
var fresnel = exp2((-5.55473 * NdotV - 6.98316) * NdotV);
return F0 + fresnel * saturate(1.0 - roughness - F0);
}
fn indirectionDiffuse_Function( NdotV:f32, normalDir:vec3f, metallic:f32, baseColor:vec3f, roughness:f32, occlusion:f32, F0:vec3f)-> vec3f
{
// var SHColor = SH9(normalDir,globalUniform.SH).rgb * globalUniform.skyExposure ;
var SHColor = fragData.Irradiance.rgb ;
var KS = F_indirect_Function(NdotV,roughness,F0);
var KD = (1.0 - KS) * (1.0 - metallic);
return SHColor * KD * baseColor * occlusion;
// return SHColor ;
}
fn indirectionSpec_Function( reflectDir:vec3f, roughness:f32, NdotV:f32,occlusion:f32, F0:vec3f )-> vec3f
{
var mipRoughness = roughness * (1.7 - 0.7 * roughness) ;
var env : vec3f ;
#if USE_CASTREFLECTION
env = textureSampleLevel(envMap, envMapSampler, reflectDir , mipRoughness * 12.0 ).rgb ;
#else
useSphereReflection();
env = getReflectionsEnv(reflectDir,ORI_VertexVarying.vWorldPos.xyz, mipRoughness).rgb ;
#endif
// env *= 0.45 ;
var indirectionCube: vec3<f32> = globalUniform.skyExposure * env ;
var F_IndirectionLight = F_indirect_Function(NdotV,roughness,F0);
var AB = LUT_Approx(roughness,NdotV);
// var AB = textureSampleLevel(brdflutMap, brdflutMapSampler, vec2f(NdotV, roughness), 0.0).rg;
var indirectionSpecFactor = indirectionCube.rgb * (F_IndirectionLight * AB.r + AB.g) ;
return indirectionSpecFactor * occlusion;
}
const c0 = vec4f(-1, -0.0275, -0.572, 0.022 );
const c1 = vec4f(1, 0.0425, 1.04, -0.04 );
fn LUT_Approx( roughness:f32, NoV:f32 )->vec2f
{
// [ Lazarov 2013, "Getting More Physical in Call of Duty: Black Ops II" ]
// Adaptation to fit our G term.
var r = roughness * c0 + c1;
var a004 = min( r.x * r.x, exp2( -9.28 * NoV ) ) * r.x + r.y;
var AB = vec2f( -1.04, 1.04 ) * a004 + r.zw;
return saturate(AB);
}
`