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Implemented experimental direct physically based shading.
The implementation is similar to the one used in Marmoset Toolbag 2 See blog.selfshadow.com/publications/s2013-shading-course/ for more information.
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/* | ||
=========================================================================== | ||
Doom 3 BFG Edition GPL Source Code | ||
Copyright (C) 2014 Robert Beckebans | ||
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). | ||
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify | ||
it under the terms of the GNU General Public License as published by | ||
the Free Software Foundation, either version 3 of the License, or | ||
(at your option) any later version. | ||
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, | ||
but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
GNU General Public License for more details. | ||
You should have received a copy of the GNU General Public License | ||
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>. | ||
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. | ||
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. | ||
=========================================================================== | ||
*/ | ||
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// Normal Distribution Function ( NDF ) or D( h ) | ||
// GGX ( Trowbridge-Reitz ) | ||
half Distribution_GGX( half hdotN, half alpha ) | ||
{ | ||
// alpha is assumed to be roughness^2 | ||
float a2 = alpha * alpha; | ||
//float tmp = ( hdotN * hdotN ) * ( a2 - 1.0 ) + 1.0; | ||
float tmp = ( hdotN * a2 - hdotN ) * hdotN + 1.0; | ||
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return ( a2 / ( PI * tmp * tmp ) ); | ||
} | ||
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half Distribution_GGX_Disney( half hdotN, half alphaG ) | ||
{ | ||
float a2 = alphaG * alphaG; | ||
float tmp = ( hdotN * hdotN ) * ( a2 - 1.0 ) + 1.0; | ||
//tmp *= tmp; | ||
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return ( a2 / ( PI * tmp ) ); | ||
} | ||
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half Distribution_GGX_1886( half hdotN, half alpha ) | ||
{ | ||
// alpha is assumed to be roughness^2 | ||
return ( alpha / ( PI * pow( hdotN * hdotN * ( alpha - 1.0 ) + 1.0, 2.0 ) ) ); | ||
} | ||
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// Fresnel term F( v, h ) | ||
// Fnone( v, h ) = F(0°) = specularColor | ||
half3 Fresnel_Schlick( half3 specularColor, half vdotH ) | ||
{ | ||
return specularColor + ( 1.0 - specularColor ) * pow( 1.0 - vdotH, 5.0 ); | ||
} | ||
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// Visibility term G( l, v, h ) | ||
// Very similar to Marmoset Toolbag 2 and gives almost the same results as Smith GGX | ||
float Visibility_Schlick( half vdotN, half ldotN, float alpha ) | ||
{ | ||
float k = alpha * 0.5; | ||
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float schlickL = ( ldotN * ( 1.0 - k ) + k ); | ||
float schlickV = ( vdotN * ( 1.0 - k ) + k ); | ||
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return ( 0.25 / ( schlickL * schlickV ) ); | ||
//return ( ( schlickL * schlickV ) / ( 4.0 * vdotN * ldotN ) ); | ||
} | ||
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// see s2013_pbs_rad_notes.pdf | ||
// Crafting a Next-Gen Material Pipeline for The Order: 1886 | ||
// this visibility function also provides some sort of back lighting | ||
float Visibility_SmithGGX( half vdotN, half ldotN, float alpha ) | ||
{ | ||
// alpha is already roughness^2 | ||
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float V1 = ldotN + sqrt( alpha + ( 1.0 - alpha ) * ldotN * ldotN ); | ||
float V2 = vdotN + sqrt( alpha + ( 1.0 - alpha ) * vdotN * vdotN ); | ||
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// RB: avoid too bright spots | ||
return ( 1.0 / max( V1 * V2, 0.15 ) ); | ||
} | ||
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// Environment BRDF approximations | ||
// see s2013_pbs_black_ops_2_notes.pdf | ||
half a1vf( half g ) | ||
{ | ||
return ( 0.25 * g + 0.75 ); | ||
} | ||
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half a004( half g, half vdotN ) | ||
{ | ||
float t = min( 0.475 * g, exp2( -9.28 * vdotN ) ); | ||
return ( t + 0.0275 ) * g + 0.015; | ||
} | ||
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half a0r( half g, half vdotN ) | ||
{ | ||
return ( ( a004( g, vdotN ) - a1vf( g ) * 0.04 ) / 0.96 ); | ||
} | ||
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float3 EnvironmentBRDF( half g, half vdotN, float3 rf0 ) | ||
{ | ||
float4 t = float4( 1.0 / 0.96, 0.475, ( 0.0275 - 0.25 * 0.04 ) / 0.96, 0.25 ); | ||
t *= float4( g, g, g, g ); | ||
t += float4( 0.0, 0.0, ( 0.015 - 0.75 * 0.04 ) / 0.96, 0.75 ); | ||
half a0 = t.x * min( t.y, exp2( -9.28 * vdotN ) ) + t.z; | ||
half a1 = t.w; | ||
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return saturate( a0 + rf0 * ( a1 - a0 ) ); | ||
} | ||
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half3 EnvironmentBRDFApprox( half roughness, half vdotN, half3 specularColor ) | ||
{ | ||
const half4 c0 = half4( -1, -0.0275, -0.572, 0.022 ); | ||
const half4 c1 = half4( 1, 0.0425, 1.04, -0.04 ); | ||
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half4 r = roughness * c0 + c1; | ||
half a004 = min( r.x * r.x, exp2( -9.28 * vdotN ) ) * r.x + r.y; | ||
half2 AB = half2( -1.04, 1.04 ) * a004 + r.zw; | ||
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return specularColor * AB.x + AB.y; | ||
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} | ||
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