// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. #pragma once #include "DeferredShadingCommon.usf" #include "BRDF.usf" #include "FastMath.usf" #if 0 void StandardShadingShared( float3 DiffuseColor, float3 SpecularColor, float Roughness, float3 V, half3 N ) { float NoV = saturate( abs( dot(N, V) ) + 1e-5 ); // Diffuse_Lambert Shared.DiffuseMul = DiffuseColor * (1.0 / PI); // D_GGX, Vis_SmithJointApprox float m = Roughness * Roughness; Shared.m2 = m * m; Shared.SpecularMul = (0.5 / PI) * Shared.m2; Shared.VisMad = float2( 2 * NoV * ( 1 - m ) + m, NoV * m ); // F_Schlick Shared.SpecularMul *= saturate( 50.0 * SpecularColor.g ); } void StandardShadingPerLight( Shared, float3 L, float3 V, half3 N ) { float3 H = normalize(V + L); // 3 add, 2 mad, 4 mul, 1 rsqrt float NoL = saturate( dot(N, L) ); // 2 mad, 1 mul float NoH = saturate( dot(N, H) ); // 2 mad, 1 mul float VoH = saturate( dot(V, H) ); // 2 mad, 1 mul // D_GGX, Vis_SmithJointApprox float d = ( NoH * Shared.m2 - NoH ) * NoH + 1; // 2 mad float v = NoL * Shared.VisMad.x + Shared.VisMad.y; // 1 mad float D_Vis = Shared.SpecularMul * rcp( d * d * v ); // 3 mul, 1 rcp // F_Schlick float Fc = pow( 1 - VoH, 5 ); // 1 sub, 3 mul float3 F = Fc + (1 - Fc) * SpecularColor; // 1 sub, 3 mad return Shared.DiffuseMul + D_Vis * F; // 3 mad } #endif float3 StandardShading( float3 DiffuseColor, float3 SpecularColor, float3 LobeRoughness, float3 LobeEnergy, float3 L, float3 V, half3 N ) { float3 H = normalize(V + L); float NoL = saturate( dot(N, L) ); float NoV = saturate( abs( dot(N, V) ) + 1e-5 ); float NoH = saturate( dot(N, H) ); float VoH = saturate( dot(V, H) ); // Generalized microfacet specular float D = D_GGX( LobeRoughness[1], NoH ) * LobeEnergy[1]; float Vis = Vis_SmithJointApprox( LobeRoughness[1], NoV, NoL ); float3 F = F_Schlick( SpecularColor, VoH ); float3 Diffuse = Diffuse_Lambert( DiffuseColor ); //float3 Diffuse = Diffuse_Burley( DiffuseColor, LobeRoughness[1], NoV, NoL, VoH ); //float3 Diffuse = Diffuse_OrenNayar( DiffuseColor, LobeRoughness[1], NoV, NoL, VoH ); return Diffuse * LobeEnergy[2] + (D * Vis) * F; } float3 SimpleShading( float3 DiffuseColor, float3 SpecularColor, float Roughness, float3 L, float3 V, half3 N ) { float3 H = normalize(V + L); float NoH = saturate( dot(N, H) ); // Generalized microfacet specular float D = D_GGX( Roughness, NoH ); float Vis = Vis_Implicit(); float3 F = F_None( SpecularColor ); return Diffuse_Lambert( DiffuseColor ) + (D * Vis) * F; } float3 ClearCoatShading( FGBufferData GBuffer, float3 LobeRoughness, float3 LobeEnergy, float3 L, float3 V, half3 N ) { const float ClearCoat = GBuffer.CustomData.x; const float ClearCoatRoughness = GBuffer.CustomData.y; const float Film = 1 * ClearCoat; const float MetalSpec = 0.9; #if 1 float3 H = normalize(V + L); float NoL = saturate( dot(N, L) ); float NoV = saturate( abs( dot(N, V) ) + 1e-5 ); float NoH = saturate( dot(N, H) ); float VoH = saturate( dot(V, H) ); // Generalized microfacet specular float D = D_GGX( LobeRoughness[0], NoH ) * LobeEnergy[0]; float Vis = Vis_Kelemen( VoH ); // F_Schlick float F0 = 0.04; float Fc = Pow5( 1 - VoH ); float F = Fc + (1 - Fc) * F0; F *= ClearCoat; float Fr1 = D * Vis * F; float LayerAttenuation = (1 - F); #if CLEAR_COAT_BOTTOM_NORMAL { //const float3 ClearCoatUnderNormal = OctahedronToUnitVector((float2(GBuffer.CustomData.a, GBuffer.CustomData.z) * 2) - (256.0/255.0)); const float2 oct1 = ((float2(GBuffer.CustomData.a, GBuffer.CustomData.z) * 2) - (256.0/255.0)) + UnitVectorToOctahedron(GBuffer.WorldNormal); const float3 ClearCoatUnderNormal = OctahedronToUnitVector(oct1); //float CNoL = saturate( dot(ClearCoatUnderNormal, L) ); //float CNoV = saturate( dot(ClearCoatUnderNormal, V) ); float CNoH = saturate( dot(ClearCoatUnderNormal, H) ); float D2 = D_GGX(LobeRoughness[1], CNoH ) * LobeEnergy[1]; float Vis2 = Vis_Schlick( LobeRoughness[1], NoV, NoL ); //float3 F2 = F_Schlick( GBuffer.SpecularColor, VoH ); float3 F2 = saturate( 50.0 * GBuffer.SpecularColor.g ) * Fc + (1 - Fc) * GBuffer.SpecularColor; //Optional term taking into account Basic NdotL response of bottom normal. Not important for metallic which is the most common clearcoat case. Not energy conserving. //float3 Fr2 = Diffuse_Lambert( GBuffer.DiffuseColor ) * CNoL + (D2 * Vis2) * F2; float3 Fr2 = Diffuse_Lambert( GBuffer.DiffuseColor ) + (D2 * Vis2) * F2; return Fr1 + Fr2 * LayerAttenuation; //return float3(2,0,0); //return ClearCoatUnderNormal; } #endif // Generalized microfacet specular float D2 = D_GGX( LobeRoughness[1], NoH ) * LobeEnergy[1]; float Vis2 = Vis_Schlick( LobeRoughness[1], NoV, NoL ); //float3 F2 = F_Schlick( GBuffer.SpecularColor, VoH ); float3 F2 = saturate( 50.0 * GBuffer.SpecularColor.g ) * Fc + (1 - Fc) * GBuffer.SpecularColor; //float3 Fr2 = Diffuse_Burley( GBuffer.DiffuseColor, LobeRoughness[1], NoV, NoL, VoH ) * LobeEnergy[2] + (D2 * Vis2) * F2; float3 Fr2 = Diffuse_Lambert( GBuffer.DiffuseColor ) * LobeEnergy[2] + (D2 * Vis2) * F2; return Fr1 + Fr2 * LayerAttenuation; #else float3 H = normalize(V + L); float NoL = saturate( dot(N, L) ); float NoV = saturate( abs( dot(N, V) ) + 1e-5 ); float NoH = saturate( dot(N, H) ); float VoH = saturate( dot(V, H) ); // Hard coded IOR of 1.5 // Generalized microfacet specular float D = D_GGX( ClearCoatRoughness, NoH ) * LobeEnergy[0]; float Vis = Vis_Kelemen( VoH ); // F_Schlick float F0 = 0.04; float Fc = Pow5( 1 - VoH ); float F = Fc + (1 - Fc) * F0; float Fr1 = D * Vis * F; // Refract rays //float3 L2 = refract( -L, -H, 1 / 1.5 ); //float3 V2 = refract( -V, -H, 1 / 1.5 ); // LoH == VoH //float RefractBlend = sqrt( 4 * VoH*VoH + 5 ) / 3 + 2.0 / 3 * VoH; //float3 L2 = RefractBlend * H - L / 1.5; //float3 V2 = RefractBlend * H - V / 1.5; //float NoL2 = saturate( dot(N, L2) ); //float NoV2 = saturate( dot(N, V2) ); // Approximation float RefractBlend = (0.22 * VoH + 0.7) * VoH + 0.745; // 2 mad // Dot products distribute. No need for L2 and V2. float RefractNoH = RefractBlend * NoH; // 1 mul float NoL2 = saturate( RefractNoH - (1 / 1.5) * NoL ); // 1 mad float NoV2 = saturate( RefractNoH - (1 / 1.5) * NoV ); // 1 mad // Should refract H too but unimportant NoL2 = max( 0.001, NoL2 ); NoV2 = max( 0.001, NoV2 ); float AbsorptionDist = rcp(NoV2) + rcp(NoL2); float3 Absorption = pow( AbsorptionColor, 0.5 * AbsorptionDist ); // Approximation //float AbsorptionDist = ( NoV2 + NoL2 ) / ( NoV2 * NoL2 ); //float3 Absorption = AbsorptionColor * ( AbsorptionColor * (AbsorptionDist * 0.5 - 1) + (2 - 0.5 * AbsorptionDist) ); //float3 Absorption = AbsorptionColor + AbsorptionColor * (AbsorptionColor - 1) * (AbsorptionDist * 0.5 - 1); // use for shared version //float F21 = Fresnel( 1 / 1.5, saturate( dot(V2, H) ) ); //float TotalInternalReflection = 1 - F21 * G_Schlick( Roughness, NoV2, NoL2 ); //float3 LayerAttenuation = ( (1 - F12) * TotalInternalReflection ) * Absorption; // Approximation float3 LayerAttenuation = (1 - F) * Absorption; // Approximation for IOR == 1.5 //SpecularColor = ChangeBaseMedium( SpecularColor, 1.5 ); //SpecularColor = saturate( ( 0.55 * SpecularColor + (0.45 * 1.08) ) * SpecularColor - (0.45 * 0.08) ); // Treat SpecularColor as relative to IOR. Artist compensates. // Generalized microfacet specular float D2 = D_GGX( Roughness, NoH ) * LobeEnergy[2]; float Vis2 = Vis_Schlick( Roughness, NoV2, NoL2 ); float3 F2 = F_Schlick( GBuffer.SpecularColor, VoH ); float3 Fr2 = Diffuse_Lambert( GBuffer.DiffuseColor ) * LobeEnergy[2] + (D2 * Vis2) * F2; return Fr1 + Fr2 * LayerAttenuation; #endif } float3 ClothShading( FGBufferData GBuffer, float3 LobeRoughness, float3 LobeEnergy, float3 L, float3 V, half3 N ) { const float3 FuzzColor = saturate(GBuffer.CustomData.rgb); const float Cloth = saturate(GBuffer.CustomData.a); float3 H = normalize(V + L); float NoL = saturate( dot(N, L) ); float NoV = saturate( abs( dot(N, V) ) + 1e-5 ); float NoH = saturate( dot(N, H) ); float VoH = saturate( dot(V, H) ); // Diffuse float3 Diffuse = Diffuse_Lambert( GBuffer.DiffuseColor ); float3 Diff = Diffuse * LobeEnergy[2]; // Cloth - Asperity Scattering - Inverse Beckmann Layer float3 F1 = F_Schlick( FuzzColor, VoH ); float D1 = D_InvGGX( LobeRoughness[1], NoH ); float V1 = Vis_Cloth( NoV, NoL ); float3 Spec1 = D1 * V1 * F1; // Generalized microfacet specular float3 F2 = F_Schlick( GBuffer.SpecularColor, VoH ); float D2 = D_GGX( LobeRoughness[1], NoH ) * LobeEnergy[1]; float V2 = Vis_SmithJointApprox( LobeRoughness[1], NoV, NoL ); float3 Spec2 = D2 * V2 * F2; float3 Spec = lerp(Spec2, Spec1, Cloth); return Diff + Spec; } float Hair_g( float B, float Theta ) { return exp( -0.5 * Pow2( Theta ) / (B*B) ) / ( sqrt(2*PI) * B ); } float Hair_F( float CosTheta ) { const float n = 1.55; const float F0 = Pow2( (1 - n) / (1 + n) ); return F0 + (1 - F0) * Pow5( 1 - CosTheta ); } #define HAIR_REFERENCE 0 #if HAIR_REFERENCE struct FHairTemp { float SinThetaL; float SinThetaV; float CosThetaD; float CosThetaT; float CosPhi; float CosHalfPhi; float VoL; float n_prime; }; // Modified Bessel function float I0( float x ) { x = abs(x); float a; if( x < 3.75 ) { float t = x / 3.75; float t2 = t*t; a = + 0.0045813; a = a * t2 + 0.0360768; a = a * t2 + 0.2659732; a = a * t2 + 1.2067492; a = a * t2 + 3.0899424; a = a * t2 + 3.5156229; a = a * t2 + 1.0; } else { float t = 3.75 / x; a = + 0.00392377; a = a * t - 0.01647633; a = a * t + 0.02635537; a = a * t - 0.02057706; a = a * t + 0.00916281; a = a * t - 0.00157565; a = a * t + 0.00225319; a = a * t + 0.01328592; a = a * t + 0.39894228; a *= exp(x) * rsqrt(x); } return a; } float LongitudinalScattering( float B, float SinThetaL, float SinThetaV ) { float v = B*B; float CosThetaL2 = 1 - SinThetaL * SinThetaL; float CosThetaV2 = 1 - SinThetaV * SinThetaV; float Mp = 0; if( v < 0.1 ) { float a = sqrt(CosThetaL2 * CosThetaV2) / v; float b = -SinThetaL * SinThetaV / v; float logI0a = a > 12 ? a + 0.5 * ( -log(2*PI) + log(1/a) + 0.125/a ) : log( I0(a) ); Mp = exp( logI0a + b - rcp(v) + 0.6931 + log(0.5 / v) ); } else { Mp = rcp( exp(2/v) * v - v ) * exp( ( 1 - SinThetaL * SinThetaV ) / v ) * I0( sqrt(CosThetaL2 * CosThetaV2) / v ); } return Mp; } float GaussianDetector( float Bp, float Phi ) { float Dp = 0; for( int k = -4; k <= 4; k++ ) { // TODO use symmetry and detect for both Phi and -Phi Dp += Hair_g( Bp, Phi - (2*PI) * k ); } return Dp; } float3 Attenuation( uint p, float h, float3 Color, FHairTemp HairTemp ) { float3 A; if( p == 0 ) { //A = F( cos( 0.5 * acos( HairTemp.VoL ) ) ); A = Hair_F( sqrt( 0.5 + 0.5 * HairTemp.VoL ) ); } else { // ua is absorption // ua = pe*Sigma_ae + pp*Sigma_ap float3 Sigma_ae = { 0.419, 0.697, 1.37 }; float3 Sigma_ap = { 0.187, 0.4, 1.05 }; //float3 ua = 0.25 * Sigma_ae + 0.25 * Sigma_ap; float3 ua = -0.25 * log( Color ); float3 ua_prime = ua / HairTemp.CosThetaT; //float3 ua_prime = ua / sqrt( 1 - Pow2( HairTemp.CosThetaD ) / 2.4 ); float yi = asin(h); float yt = asin(h / HairTemp.n_prime); float f = Hair_F( HairTemp.CosThetaD * sqrt( 1 - h*h ) ); // (14) //float3 T = exp( -2 * ua_prime * ( 1 + cos(2*yt) ) ); float3 T = exp( -2 * ua_prime * cos(yt) ); if( p == 1 ) A = Pow2(1 - f) * T; // (13) else A = Pow2(1 - f) * f * T*T; // (13) } return A; } float Omega( uint p, float h, FHairTemp HairTemp ) { float yi = asin(h); float yt = asin(h / HairTemp.n_prime); return 2*p*yt - 2*yi + p*PI; } float3 AzimuthalScattering( uint p, float Bp, float3 Color, FHairTemp HairTemp, uint2 Random ) { float Phi = acos( HairTemp.CosPhi ); // Np = 0.5 * Integral_-1^1( A(p,h) * Dp( Phi - Omega(p,h) ) * dh ) float Offset = float( Random.x & 0xffff ) / (1<<16); uint Num = 16; float3 Np = 0; for( uint i = 0; i < Num; i++ ) { float h = ( (float)( i + Offset ) / Num ) * 2 - 1; Np += Attenuation( p, h, Color, HairTemp ) * GaussianDetector( Bp, Phi - Omega( p, h, HairTemp ) ); } Np *= 2.0 / Num; return 0.5 * Np; } // [d'Eon et al. 2011, "An Energy-Conserving Hair Reflectance Model"] // [d'Eon et al. 2014, "A Fiber Scattering Model with Non-Separable Lobes"] float3 HairShadingRef( FGBufferData GBuffer, float3 L, float3 V, half3 N, uint2 Random ) { // to prevent NaN with decals // OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect // OR-17578 HERO: HAMMER: E causes blinding light on heroes with hair float ClampedRoughness = clamp(GBuffer.Roughness, 1/255.0f, 1.0f); float n = 1.55; FHairTemp HairTemp; // N is the vector parallel to hair pointing toward root HairTemp.VoL = dot(V,L); HairTemp.SinThetaL = dot(N,L); HairTemp.SinThetaV = dot(N,V); // SinThetaT = 1/n * SinThetaL HairTemp.CosThetaT = sqrt( 1 - Pow2( (1/n) * HairTemp.SinThetaL ) ); HairTemp.CosThetaD = cos( 0.5 * abs( asin( HairTemp.SinThetaV ) - asin( HairTemp.SinThetaL ) ) ); float3 Lp = L - HairTemp.SinThetaL * N; float3 Vp = V - HairTemp.SinThetaV * N; HairTemp.CosPhi = dot(Lp,Vp) * rsqrt( dot(Lp,Lp) * dot(Vp,Vp) ); HairTemp.CosHalfPhi = sqrt( 0.5 + 0.5 * HairTemp.CosPhi ); HairTemp.n_prime = sqrt( n*n - 1 + Pow2( HairTemp.CosThetaD ) ) / HairTemp.CosThetaD; float Shift = 0.035; float Alpha[] = { -Shift * 2, Shift, Shift * 4, }; float B[] = { Pow2( ClampedRoughness ), Pow2( ClampedRoughness ) / 2, Pow2( ClampedRoughness ) * 2, }; float3 S = 0; UNROLL for( uint p = 0; p < 3; p++ ) { float SinThetaV = HairTemp.SinThetaV; float Bp = B[p]; if( p == 0 ) { Bp *= sqrt(2.0) * HairTemp.CosHalfPhi; float sa, ca; sincos( Alpha[p], sa, ca ); SinThetaV -= 2*sa * ( HairTemp.CosHalfPhi * ca * sqrt( 1 - SinThetaV * SinThetaV ) + sa * SinThetaV ); } else { SinThetaV = sin( asin(SinThetaV) - Alpha[p] ); } float Mp = LongitudinalScattering( Bp, HairTemp.SinThetaL, SinThetaV ); float3 Np = AzimuthalScattering( p, B[p], GBuffer.BaseColor, HairTemp, Random ); float3 Sp = Mp * Np; S += Sp; } return S; } #endif // Approximation to HairShadingRef using concepts from the following papers: // [Marschner et al. 2003, "Light Scattering from Human Hair Fibers"] // [Pekelis et al. 2015, "A Data-Driven Light Scattering Model for Hair"] float3 HairShading( FGBufferData GBuffer, float3 L, float3 V, half3 N, float Shadow, float Backlit, float Area, uint2 Random ) { // to prevent NaN with decals // OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect // OR-17578 HERO: HAMMER: E causes blinding light on heroes with hair float ClampedRoughness = clamp(GBuffer.Roughness, 1/255.0f, 1.0f); //const float3 DiffuseN = OctahedronToUnitVector( GBuffer.CustomData.xy * 2 - 1 ); //const float Backlit = GBuffer.CustomData.z; #if HAIR_REFERENCE // todo: ClampedRoughness is missing for this code path float3 S = HairShadingRef( GBuffer, L, V, N, Random ); //float3 S = HairShadingMarschner( GBuffer, L, V, N ); #else // N is the vector parallel to hair pointing toward root const float VoL = dot(V,L); const float SinThetaL = dot(N,L); const float SinThetaV = dot(N,V); float CosThetaD = cos( 0.5 * abs( asinFast( SinThetaV ) - asinFast( SinThetaL ) ) ); //CosThetaD = abs( CosThetaD ) < 0.01 ? 0.01 : CosThetaD; const float3 Lp = L - SinThetaL * N; const float3 Vp = V - SinThetaV * N; const float CosPhi = dot(Lp,Vp) * rsqrt( dot(Lp,Lp) * dot(Vp,Vp) + 1e-4 ); const float CosHalfPhi = sqrt( saturate( 0.5 + 0.5 * CosPhi ) ); //const float Phi = acosFast( CosPhi ); float n = 1.55; //float n_prime = sqrt( n*n - 1 + Pow2( CosThetaD ) ) / CosThetaD; float n_prime = 1.19 / CosThetaD + 0.36 * CosThetaD; float Shift = 0.035; float Alpha[] = { -Shift * 2, Shift, Shift * 4, }; float B[] = { Area + Pow2( ClampedRoughness ), Area + Pow2( ClampedRoughness ) / 2, Area + Pow2( ClampedRoughness ) * 2, }; float3 S = 0; // R if(1) { const float sa = sin( Alpha[0] ); const float ca = cos( Alpha[0] ); float Shift = 2*sa* ( ca * CosHalfPhi * sqrt( 1 - SinThetaV * SinThetaV ) + sa * SinThetaV ); float Mp = Hair_g( B[0] * sqrt(2.0) * CosHalfPhi, SinThetaL + SinThetaV - Shift ); float Np = 0.25 * CosHalfPhi; float Fp = Hair_F( sqrt( saturate( 0.5 + 0.5 * VoL ) ) ); S += Mp * Np * Fp * ( GBuffer.Specular * 2 ) * lerp( 1, Backlit, saturate(-VoL) ); } // TT if(1) { float Mp = Hair_g( B[1], SinThetaL + SinThetaV - Alpha[1] ); float a = 1 / n_prime; //float h = CosHalfPhi * rsqrt( 1 + a*a - 2*a * sqrt( 0.5 - 0.5 * CosPhi ) ); //float h = CosHalfPhi * ( ( 1 - Pow2( CosHalfPhi ) ) * a + 1 ); float h = CosHalfPhi * ( 1 + a * ( 0.6 - 0.8 * CosPhi ) ); //float h = 0.4; //float yi = asinFast(h); //float yt = asinFast(h / n_prime); float f = Hair_F( CosThetaD * sqrt( saturate( 1 - h*h ) ) ); float Fp = Pow2(1 - f); //float3 Tp = pow( GBuffer.BaseColor, 0.5 * ( 1 + cos(2*yt) ) / CosThetaD ); //float3 Tp = pow( GBuffer.BaseColor, 0.5 * cos(yt) / CosThetaD ); float3 Tp = pow( GBuffer.BaseColor, 0.5 * sqrt( 1 - Pow2(h * a) ) / CosThetaD ); //float t = asin( 1 / n_prime ); //float d = ( sqrt(2) - t ) / ( 1 - t ); //float s = -0.5 * PI * (1 - 1 / n_prime) * log( 2*d - 1 - 2 * sqrt( d * (d - 1) ) ); //float s = 0.35; //float Np = exp( (Phi - PI) / s ) / ( s * Pow2( 1 + exp( (Phi - PI) / s ) ) ); //float Np = 0.71 * exp( -1.65 * Pow2(Phi - PI) ); float Np = exp( -3.65 * CosPhi - 3.98 ); S += Mp * Np * Fp * Tp * Backlit; } // TRT if(1) { float Mp = Hair_g( B[2], SinThetaL + SinThetaV - Alpha[2] ); //float h = 0.75; float f = Hair_F( CosThetaD * 0.5 ); float Fp = Pow2(1 - f) * f; //float3 Tp = pow( GBuffer.BaseColor, 1.6 / CosThetaD ); float3 Tp = pow( GBuffer.BaseColor, 0.8 / CosThetaD ); //float s = 0.15; //float Np = 0.75 * exp( Phi / s ) / ( s * Pow2( 1 + exp( Phi / s ) ) ); float Np = exp( 17 * CosPhi - 16.78 ); S += Mp * Np * Fp * Tp; } #endif if(1) { float3 FakeNormal = normalize( V - N * dot(V,N) ); //N = normalize( DiffuseN + FakeNormal * 2 ); N = FakeNormal; // Hack approximation for multiple scattering. float Wrap = 1; float NoL = saturate( ( dot(N, L) + Wrap ) / Square( 1 + Wrap ) ); float DiffuseScatter = (1 / PI) * NoL * GBuffer.Metallic; float Luma = Luminance( GBuffer.BaseColor ); float3 ScatterTint = pow( GBuffer.BaseColor / Luma, 1 - Shadow ); S += sqrt( GBuffer.BaseColor ) * DiffuseScatter * ScatterTint; } S = -min(-S, 0.0); return S; } float3 SubsurfaceShadingSubsurface( FGBufferData GBuffer, float3 L, float3 V, half3 N ) { float3 SubsurfaceColor = ExtractSubsurfaceColor(GBuffer); float Opacity = GBuffer.CustomData.a; float3 H = normalize(V + L); // to get an effect when you see through the material // hard coded pow constant float InScatter = pow(saturate(dot(L, -V)), 12) * lerp(3, .1f, Opacity); // wrap around lighting, /(PI*2) to be energy consistent (hack do get some view dependnt and light dependent effect) // Opacity of 0 gives no normal dependent lighting, Opacity of 1 gives strong normal contribution float NormalContribution = saturate(dot(N, H) * Opacity + 1 - Opacity); float BackScatter = GBuffer.GBufferAO * NormalContribution / (PI * 2); // lerp to never exceed 1 (energy conserving) return SubsurfaceColor * lerp(BackScatter, 1, InScatter); } float3 SubsurfaceShadingTwoSided( float3 SubsurfaceColor, float3 L, float3 V, half3 N ) { // http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/ float Wrap = 0.5; float NoL = saturate( ( dot(-N, L) + Wrap ) / Square( 1 + Wrap ) ); // GGX scatter distribution float VoL = saturate( dot(V, -L) ); float a = 0.6; float a2 = a * a; float d = ( VoL * a2 - VoL ) * VoL + 1; // 2 mad float GGX = (a2 / PI) / (d * d); // 2 mul, 1 rcp return NoL * GGX * SubsurfaceColor; } float3 EyeShading( FGBufferData GBuffer, float3 LobeRoughness, float3 LobeEnergy, float3 L, float3 V, half3 N ) { float3 H = normalize(V + L); float NoL = saturate( dot(N, L) ); float NoV = saturate( abs( dot(N, V) ) + 1e-5 ); float NoH = saturate( dot(N, H) ); float VoH = saturate( dot(V, H) ); // Generalized microfacet specular float D = D_GGX( LobeRoughness[1], NoH ) * LobeEnergy[1]; float Vis = Vis_SmithJointApprox( LobeRoughness[1], NoV, NoL ); float3 F = F_Schlick( GBuffer.SpecularColor, VoH ); return D * Vis * F; } float3 EyeSubsurfaceShading( FGBufferData GBuffer, float3 L, float3 V, half3 N ) { float3 H = normalize(V + L); float VoH = saturate( dot(V, H) ); float NoV = saturate( abs( dot(N, V) ) + 1e-5 ); // F_Schlick float F0 = GBuffer.Specular * 0.08; float Fc = Pow5( 1 - VoH ); float F = Fc + (1 - Fc) * F0; float IrisDistance = GBuffer.CustomData.w; float IrisMask = GBuffer.CustomData.z; float3 IrisNormal; IrisNormal = OctahedronToUnitVector( GBuffer.CustomData.xy * 2 - 1 ); // Blend in the negative intersection normal to create some concavity // Not great as it ties the concavity to the convexity of the cornea surface // No good justification for that. On the other hand, if we're just looking to // introduce some concavity, this does the job. float3 CausticNormal = normalize(lerp(IrisNormal, -N, IrisMask*IrisDistance)); float NoL = saturate( dot( IrisNormal, L ) ); float Power = lerp( 12, 1, NoL ); float Caustic = 0.6 + 0.2 * ( Power + 1 ) * pow( saturate( dot( CausticNormal, L ) ), Power ); float Iris = NoL * Caustic; // http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/ float Wrap = 0.15; float Sclera = saturate( ( dot(N, L) + Wrap ) / Square( 1 + Wrap ) ); return (1 - F) * lerp( Sclera, Iris, IrisMask ) * GBuffer.DiffuseColor / PI; } Texture2D PreIntegratedBRDF; SamplerState PreIntegratedBRDFSampler; float3 SubsurfaceShadingPreintegratedSkin( FGBufferData GBuffer, float3 L, float3 V, half3 N ) { float3 SubsurfaceColor = ExtractSubsurfaceColor(GBuffer); float Opacity = GBuffer.CustomData.a; float3 PreintegratedBRDF = Texture2DSampleLevel(PreIntegratedBRDF, PreIntegratedBRDFSampler, float2(saturate(dot(N, L) * .5 + .5), 1 - Opacity), 0).rgb; return PreintegratedBRDF * SubsurfaceColor; } // @param DiffSpecMask .r: diffuse, .g:specular e.g. float2(1,1) for both, float2(1,0) for diffuse only float3 SurfaceShading( FGBufferData GBuffer, float3 LobeRoughness, float3 LobeEnergy, float3 L, float3 V, half3 N, uint2 Random ) { switch( GBuffer.ShadingModelID ) { case SHADINGMODELID_UNLIT: case SHADINGMODELID_DEFAULT_LIT: case SHADINGMODELID_SUBSURFACE: case SHADINGMODELID_PREINTEGRATED_SKIN: case SHADINGMODELID_SUBSURFACE_PROFILE: case SHADINGMODELID_TWOSIDED_FOLIAGE: return StandardShading( GBuffer.DiffuseColor, GBuffer.SpecularColor, LobeRoughness, LobeEnergy, L, V, N ); case SHADINGMODELID_CLEAR_COAT: return ClearCoatShading( GBuffer, LobeRoughness, LobeEnergy, L, V, N ); case SHADINGMODELID_CLOTH: return ClothShading( GBuffer, LobeRoughness, LobeEnergy, L, V, N ); case SHADINGMODELID_EYE: return EyeShading( GBuffer, LobeRoughness, LobeEnergy, L, V, N ); default: return 0; } } float3 SubsurfaceShading( FGBufferData GBuffer, float3 L, float3 V, half3 N, float Shadow, uint2 Random ) { float3 SubsurfaceColor = ExtractSubsurfaceColor(GBuffer); switch( GBuffer.ShadingModelID ) { case SHADINGMODELID_SUBSURFACE: return SubsurfaceShadingSubsurface( GBuffer, L, V, N ); case SHADINGMODELID_PREINTEGRATED_SKIN: return SubsurfaceShadingPreintegratedSkin( GBuffer, L, V, N ); case SHADINGMODELID_TWOSIDED_FOLIAGE: return SubsurfaceShadingTwoSided( SubsurfaceColor, L, V, N ); case SHADINGMODELID_HAIR: return HairShading( GBuffer, L, V, N, Shadow, 1, 0, Random ); case SHADINGMODELID_EYE: return EyeSubsurfaceShading( GBuffer, L, V, N ); default: return 0; } }