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