Permalink
Cannot retrieve contributors at this time
Name already in use
A tag already exists with the provided branch name. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. Are you sure you want to create this branch?
brdf/src/brdfs/disney.brdf
Go to fileThis commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
executable file
141 lines (115 sloc)
4.05 KB
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| analytic | |
| # Copyright Disney Enterprises, Inc. All rights reserved. | |
| # | |
| # Licensed under the Apache License, Version 2.0 (the "License"); | |
| # you may not use this file except in compliance with the License | |
| # and the following modification to it: Section 6 Trademarks. | |
| # deleted and replaced with: | |
| # | |
| # 6. Trademarks. This License does not grant permission to use the | |
| # trade names, trademarks, service marks, or product names of the | |
| # Licensor and its affiliates, except as required for reproducing | |
| # the content of the NOTICE file. | |
| # | |
| # You may obtain a copy of the License at | |
| # http://www.apache.org/licenses/LICENSE-2.0 | |
| # variables go here... | |
| # [type] [name] [min val] [max val] [default val] | |
| ::begin parameters | |
| color baseColor .82 .67 .16 | |
| float metallic 0 1 0 | |
| float subsurface 0 1 0 | |
| float specular 0 1 .5 | |
| float roughness 0 1 .5 | |
| float specularTint 0 1 0 | |
| float anisotropic 0 1 0 | |
| float sheen 0 1 0 | |
| float sheenTint 0 1 .5 | |
| float clearcoat 0 1 0 | |
| float clearcoatGloss 0 1 1 | |
| ::end parameters | |
| ::begin shader | |
| const float PI = 3.14159265358979323846; | |
| float sqr(float x) { return x*x; } | |
| float SchlickFresnel(float u) | |
| { | |
| float m = clamp(1-u, 0, 1); | |
| float m2 = m*m; | |
| return m2*m2*m; // pow(m,5) | |
| } | |
| float GTR1(float NdotH, float a) | |
| { | |
| if (a >= 1) return 1/PI; | |
| float a2 = a*a; | |
| float t = 1 + (a2-1)*NdotH*NdotH; | |
| return (a2-1) / (PI*log(a2)*t); | |
| } | |
| float GTR2(float NdotH, float a) | |
| { | |
| float a2 = a*a; | |
| float t = 1 + (a2-1)*NdotH*NdotH; | |
| return a2 / (PI * t*t); | |
| } | |
| float GTR2_aniso(float NdotH, float HdotX, float HdotY, float ax, float ay) | |
| { | |
| return 1 / (PI * ax*ay * sqr( sqr(HdotX/ax) + sqr(HdotY/ay) + NdotH*NdotH )); | |
| } | |
| float smithG_GGX(float NdotV, float alphaG) | |
| { | |
| float a = alphaG*alphaG; | |
| float b = NdotV*NdotV; | |
| return 1 / (NdotV + sqrt(a + b - a*b)); | |
| } | |
| float smithG_GGX_aniso(float NdotV, float VdotX, float VdotY, float ax, float ay) | |
| { | |
| return 1 / (NdotV + sqrt( sqr(VdotX*ax) + sqr(VdotY*ay) + sqr(NdotV) )); | |
| } | |
| vec3 mon2lin(vec3 x) | |
| { | |
| return vec3(pow(x[0], 2.2), pow(x[1], 2.2), pow(x[2], 2.2)); | |
| } | |
| vec3 BRDF( vec3 L, vec3 V, vec3 N, vec3 X, vec3 Y ) | |
| { | |
| float NdotL = dot(N,L); | |
| float NdotV = dot(N,V); | |
| if (NdotL < 0 || NdotV < 0) return vec3(0); | |
| vec3 H = normalize(L+V); | |
| float NdotH = dot(N,H); | |
| float LdotH = dot(L,H); | |
| vec3 Cdlin = mon2lin(baseColor); | |
| float Cdlum = .3*Cdlin[0] + .6*Cdlin[1] + .1*Cdlin[2]; // luminance approx. | |
| vec3 Ctint = Cdlum > 0 ? Cdlin/Cdlum : vec3(1); // normalize lum. to isolate hue+sat | |
| vec3 Cspec0 = mix(specular*.08*mix(vec3(1), Ctint, specularTint), Cdlin, metallic); | |
| vec3 Csheen = mix(vec3(1), Ctint, sheenTint); | |
| // Diffuse fresnel - go from 1 at normal incidence to .5 at grazing | |
| // and mix in diffuse retro-reflection based on roughness | |
| float FL = SchlickFresnel(NdotL), FV = SchlickFresnel(NdotV); | |
| float Fd90 = 0.5 + 2 * LdotH*LdotH * roughness; | |
| float Fd = mix(1.0, Fd90, FL) * mix(1.0, Fd90, FV); | |
| // Based on Hanrahan-Krueger brdf approximation of isotropic bssrdf | |
| // 1.25 scale is used to (roughly) preserve albedo | |
| // Fss90 used to "flatten" retroreflection based on roughness | |
| float Fss90 = LdotH*LdotH*roughness; | |
| float Fss = mix(1.0, Fss90, FL) * mix(1.0, Fss90, FV); | |
| float ss = 1.25 * (Fss * (1 / (NdotL + NdotV) - .5) + .5); | |
| // specular | |
| float aspect = sqrt(1-anisotropic*.9); | |
| float ax = max(.001, sqr(roughness)/aspect); | |
| float ay = max(.001, sqr(roughness)*aspect); | |
| float Ds = GTR2_aniso(NdotH, dot(H, X), dot(H, Y), ax, ay); | |
| float FH = SchlickFresnel(LdotH); | |
| vec3 Fs = mix(Cspec0, vec3(1), FH); | |
| float Gs; | |
| Gs = smithG_GGX_aniso(NdotL, dot(L, X), dot(L, Y), ax, ay); | |
| Gs *= smithG_GGX_aniso(NdotV, dot(V, X), dot(V, Y), ax, ay); | |
| // sheen | |
| vec3 Fsheen = FH * sheen * Csheen; | |
| // clearcoat (ior = 1.5 -> F0 = 0.04) | |
| float Dr = GTR1(NdotH, mix(.1,.001,clearcoatGloss)); | |
| float Fr = mix(.04, 1.0, FH); | |
| float Gr = smithG_GGX(NdotL, .25) * smithG_GGX(NdotV, .25); | |
| return ((1/PI) * mix(Fd, ss, subsurface)*Cdlin + Fsheen) | |
| * (1-metallic) | |
| + Gs*Fs*Ds + .25*clearcoat*Gr*Fr*Dr; | |
| } | |
| ::end shader |