256 lines
12 KiB
HLSL
256 lines
12 KiB
HLSL
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#ifndef UNIVERSAL_BRDF_INCLUDED
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#define UNIVERSAL_BRDF_INCLUDED
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/BSDF.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Deprecated.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
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#define kDielectricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04) // standard dielectric reflectivity coef at incident angle (= 4%)
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struct BRDFData
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{
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half3 albedo;
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half3 diffuse;
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half3 specular;
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half reflectivity;
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half perceptualRoughness;
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half roughness;
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half roughness2;
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half grazingTerm;
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// We save some light invariant BRDF terms so we don't have to recompute
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// them in the light loop. Take a look at DirectBRDF function for detailed explaination.
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half normalizationTerm; // roughness * 4.0 + 2.0
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half roughness2MinusOne; // roughness^2 - 1.0
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};
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half ReflectivitySpecular(half3 specular)
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{
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#if defined(SHADER_API_GLES)
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return specular.r; // Red channel - because most metals are either monocrhome or with redish/yellowish tint
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#else
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return Max3(specular.r, specular.g, specular.b);
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#endif
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}
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half OneMinusReflectivityMetallic(half metallic)
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{
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// We'll need oneMinusReflectivity, so
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// 1-reflectivity = 1-lerp(dielectricSpec, 1, metallic) = lerp(1-dielectricSpec, 0, metallic)
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// store (1-dielectricSpec) in kDielectricSpec.a, then
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// 1-reflectivity = lerp(alpha, 0, metallic) = alpha + metallic*(0 - alpha) =
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// = alpha - metallic * alpha
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half oneMinusDielectricSpec = kDielectricSpec.a;
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return oneMinusDielectricSpec - metallic * oneMinusDielectricSpec;
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}
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half MetallicFromReflectivity(half reflectivity)
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{
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half oneMinusDielectricSpec = kDielectricSpec.a;
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return (reflectivity - kDielectricSpec.r) / oneMinusDielectricSpec;
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}
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inline void InitializeBRDFDataDirect(half3 albedo, half3 diffuse, half3 specular, half reflectivity, half oneMinusReflectivity, half smoothness, inout half alpha, out BRDFData outBRDFData)
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{
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outBRDFData = (BRDFData)0;
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outBRDFData.albedo = albedo;
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outBRDFData.diffuse = diffuse;
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outBRDFData.specular = specular;
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outBRDFData.reflectivity = reflectivity;
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outBRDFData.perceptualRoughness = PerceptualSmoothnessToPerceptualRoughness(smoothness);
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outBRDFData.roughness = max(PerceptualRoughnessToRoughness(outBRDFData.perceptualRoughness), HALF_MIN_SQRT);
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outBRDFData.roughness2 = max(outBRDFData.roughness * outBRDFData.roughness, HALF_MIN);
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outBRDFData.grazingTerm = saturate(smoothness + reflectivity);
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outBRDFData.normalizationTerm = outBRDFData.roughness * half(4.0) + half(2.0);
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outBRDFData.roughness2MinusOne = outBRDFData.roughness2 - half(1.0);
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#ifdef _ALPHAPREMULTIPLY_ON
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outBRDFData.diffuse *= alpha;
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alpha = alpha * oneMinusReflectivity + reflectivity; // NOTE: alpha modified and propagated up.
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#endif
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}
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// Legacy: do not call, will not correctly initialize albedo property.
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inline void InitializeBRDFDataDirect(half3 diffuse, half3 specular, half reflectivity, half oneMinusReflectivity, half smoothness, inout half alpha, out BRDFData outBRDFData)
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{
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InitializeBRDFDataDirect(half3(0.0, 0.0, 0.0), diffuse, specular, reflectivity, oneMinusReflectivity, smoothness, alpha, outBRDFData);
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}
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// Initialize BRDFData for material, managing both specular and metallic setup using shader keyword _SPECULAR_SETUP.
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inline void InitializeBRDFData(half3 albedo, half metallic, half3 specular, half smoothness, inout half alpha, out BRDFData outBRDFData)
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{
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#ifdef _SPECULAR_SETUP
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half reflectivity = ReflectivitySpecular(specular);
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half oneMinusReflectivity = half(1.0) - reflectivity;
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half3 brdfDiffuse = albedo * (half3(1.0, 1.0, 1.0) - specular);
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half3 brdfSpecular = specular;
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#else
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half oneMinusReflectivity = OneMinusReflectivityMetallic(metallic);
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half reflectivity = half(1.0) - oneMinusReflectivity;
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half3 brdfDiffuse = albedo * oneMinusReflectivity;
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half3 brdfSpecular = lerp(kDieletricSpec.rgb, albedo, metallic);
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#endif
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InitializeBRDFDataDirect(albedo, brdfDiffuse, brdfSpecular, reflectivity, oneMinusReflectivity, smoothness, alpha, outBRDFData);
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}
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inline void InitializeBRDFData(inout SurfaceData surfaceData, out BRDFData brdfData)
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{
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InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData);
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}
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half3 ConvertF0ForClearCoat15(half3 f0)
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{
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#if defined(SHADER_API_MOBILE)
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return ConvertF0ForAirInterfaceToF0ForClearCoat15Fast(f0);
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#else
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return ConvertF0ForAirInterfaceToF0ForClearCoat15(f0);
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#endif
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}
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inline void InitializeBRDFDataClearCoat(half clearCoatMask, half clearCoatSmoothness, inout BRDFData baseBRDFData, out BRDFData outBRDFData)
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{
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outBRDFData = (BRDFData)0;
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outBRDFData.albedo = half(1.0);
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// Calculate Roughness of Clear Coat layer
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outBRDFData.diffuse = kDielectricSpec.aaa; // 1 - kDielectricSpec
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outBRDFData.specular = kDielectricSpec.rgb;
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outBRDFData.reflectivity = kDielectricSpec.r;
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outBRDFData.perceptualRoughness = PerceptualSmoothnessToPerceptualRoughness(clearCoatSmoothness);
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outBRDFData.roughness = max(PerceptualRoughnessToRoughness(outBRDFData.perceptualRoughness), HALF_MIN_SQRT);
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outBRDFData.roughness2 = max(outBRDFData.roughness * outBRDFData.roughness, HALF_MIN);
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outBRDFData.normalizationTerm = outBRDFData.roughness * half(4.0) + half(2.0);
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outBRDFData.roughness2MinusOne = outBRDFData.roughness2 - half(1.0);
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outBRDFData.grazingTerm = saturate(clearCoatSmoothness + kDielectricSpec.x);
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// Relatively small effect, cut it for lower quality
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#if !defined(SHADER_API_MOBILE)
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// Modify Roughness of base layer using coat IOR
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half ieta = lerp(1.0h, CLEAR_COAT_IETA, clearCoatMask);
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half coatRoughnessScale = Sq(ieta);
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half sigma = RoughnessToVariance(PerceptualRoughnessToRoughness(baseBRDFData.perceptualRoughness));
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baseBRDFData.perceptualRoughness = RoughnessToPerceptualRoughness(VarianceToRoughness(sigma * coatRoughnessScale));
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// Recompute base material for new roughness, previous computation should be eliminated by the compiler (as it's unused)
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baseBRDFData.roughness = max(PerceptualRoughnessToRoughness(baseBRDFData.perceptualRoughness), HALF_MIN_SQRT);
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baseBRDFData.roughness2 = max(baseBRDFData.roughness * baseBRDFData.roughness, HALF_MIN);
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baseBRDFData.normalizationTerm = baseBRDFData.roughness * 4.0h + 2.0h;
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baseBRDFData.roughness2MinusOne = baseBRDFData.roughness2 - 1.0h;
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#endif
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// Darken/saturate base layer using coat to surface reflectance (vs. air to surface)
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baseBRDFData.specular = lerp(baseBRDFData.specular, ConvertF0ForClearCoat15(baseBRDFData.specular), clearCoatMask);
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// TODO: what about diffuse? at least in specular workflow diffuse should be recalculated as it directly depends on it.
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}
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BRDFData CreateClearCoatBRDFData(SurfaceData surfaceData, inout BRDFData brdfData)
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{
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BRDFData brdfDataClearCoat = (BRDFData)0;
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#if defined(_CLEARCOAT) || defined(_CLEARCOATMAP)
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// base brdfData is modified here, rely on the compiler to eliminate dead computation by InitializeBRDFData()
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InitializeBRDFDataClearCoat(surfaceData.clearCoatMask, surfaceData.clearCoatSmoothness, brdfData, brdfDataClearCoat);
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#endif
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return brdfDataClearCoat;
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}
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// Computes the specular term for EnvironmentBRDF
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half3 EnvironmentBRDFSpecular(BRDFData brdfData, half fresnelTerm)
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{
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float surfaceReduction = 1.0 / (brdfData.roughness2 + 1.0);
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return half3(surfaceReduction * lerp(brdfData.specular, brdfData.grazingTerm, fresnelTerm));
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}
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half3 EnvironmentBRDF(BRDFData brdfData, half3 indirectDiffuse, half3 indirectSpecular, half fresnelTerm)
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{
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half3 c = indirectDiffuse * brdfData.diffuse;
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c += indirectSpecular * EnvironmentBRDFSpecular(brdfData, fresnelTerm);
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return c;
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}
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// Environment BRDF without diffuse for clear coat
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half3 EnvironmentBRDFClearCoat(BRDFData brdfData, half clearCoatMask, half3 indirectSpecular, half fresnelTerm)
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{
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float surfaceReduction = 1.0 / (brdfData.roughness2 + 1.0);
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return indirectSpecular * EnvironmentBRDFSpecular(brdfData, fresnelTerm) * clearCoatMask;
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}
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// Computes the scalar specular term for Minimalist CookTorrance BRDF
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// NOTE: needs to be multiplied with reflectance f0, i.e. specular color to complete
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half DirectBRDFSpecular(BRDFData brdfData, half3 normalWS, half3 lightDirectionWS, half3 viewDirectionWS)
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{
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float3 lightDirectionWSFloat3 = float3(lightDirectionWS);
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float3 halfDir = SafeNormalize(lightDirectionWSFloat3 + float3(viewDirectionWS));
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float NoH = saturate(dot(float3(normalWS), halfDir));
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half LoH = half(saturate(dot(lightDirectionWSFloat3, halfDir)));
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// GGX Distribution multiplied by combined approximation of Visibility and Fresnel
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// BRDFspec = (D * V * F) / 4.0
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// D = roughness^2 / ( NoH^2 * (roughness^2 - 1) + 1 )^2
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// V * F = 1.0 / ( LoH^2 * (roughness + 0.5) )
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// See "Optimizing PBR for Mobile" from Siggraph 2015 moving mobile graphics course
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// https://community.arm.com/events/1155
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// Final BRDFspec = roughness^2 / ( NoH^2 * (roughness^2 - 1) + 1 )^2 * (LoH^2 * (roughness + 0.5) * 4.0)
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// We further optimize a few light invariant terms
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// brdfData.normalizationTerm = (roughness + 0.5) * 4.0 rewritten as roughness * 4.0 + 2.0 to a fit a MAD.
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float d = NoH * NoH * brdfData.roughness2MinusOne + 1.00001f;
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half LoH2 = LoH * LoH;
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half specularTerm = brdfData.roughness2 / ((d * d) * max(0.1h, LoH2) * brdfData.normalizationTerm);
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// On platforms where half actually means something, the denominator has a risk of overflow
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// clamp below was added specifically to "fix" that, but dx compiler (we convert bytecode to metal/gles)
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// sees that specularTerm have only non-negative terms, so it skips max(0,..) in clamp (leaving only min(100,...))
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#if defined (SHADER_API_MOBILE) || defined (SHADER_API_SWITCH)
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specularTerm = specularTerm - HALF_MIN;
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specularTerm = clamp(specularTerm, 0.0, 100.0); // Prevent FP16 overflow on mobiles
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#endif
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return specularTerm;
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}
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// Based on Minimalist CookTorrance BRDF
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// Implementation is slightly different from original derivation: http://www.thetenthplanet.de/archives/255
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//
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// * NDF [Modified] GGX
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// * Modified Kelemen and Szirmay-Kalos for Visibility term
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// * Fresnel approximated with 1/LdotH
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half3 DirectBDRF(BRDFData brdfData, half3 normalWS, half3 lightDirectionWS, half3 viewDirectionWS, bool specularHighlightsOff)
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{
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// Can still do compile-time optimisation.
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// If no compile-time optimized, extra overhead if branch taken is around +2.5% on some untethered platforms, -10% if not taken.
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[branch] if (!specularHighlightsOff)
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{
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half specularTerm = DirectBRDFSpecular(brdfData, normalWS, lightDirectionWS, viewDirectionWS);
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half3 color = brdfData.diffuse + specularTerm * brdfData.specular;
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return color;
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}
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else
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return brdfData.diffuse;
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}
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// Based on Minimalist CookTorrance BRDF
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// Implementation is slightly different from original derivation: http://www.thetenthplanet.de/archives/255
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//
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// * NDF [Modified] GGX
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// * Modified Kelemen and Szirmay-Kalos for Visibility term
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// * Fresnel approximated with 1/LdotH
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half3 DirectBRDF(BRDFData brdfData, half3 normalWS, half3 lightDirectionWS, half3 viewDirectionWS)
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{
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#ifndef _SPECULARHIGHLIGHTS_OFF
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return brdfData.diffuse + DirectBRDFSpecular(brdfData, normalWS, lightDirectionWS, viewDirectionWS) * brdfData.specular;
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#else
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return brdfData.diffuse;
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#endif
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}
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#endif
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