Files
UnrealEngineUWP/Engine/Shaders/ShadingModels.usf
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

745 lines
24 KiB
Plaintext

// 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;
}
}