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278 lines
9.7 KiB
Plaintext
278 lines
9.7 KiB
Plaintext
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "DeferredShadingCommon.usf"
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#include "BRDF.usf"
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#if 0
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void StandardShadingShared( float3 DiffuseColor, float3 SpecularColor, float Roughness, float3 V, half3 N )
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{
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//float NoV = saturate( dot(N, V) );
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float NoV = abs( dot(N, V) ) + 1e-5;
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// Diffuse_Lambert
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Shared.DiffuseMul = DiffuseColor * (1.0 / PI);
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// D_GGX, Vis_SmithJointApprox
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float m = Roughness * Roughness;
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Shared.m2 = m * m;
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Shared.SpecularMul = (0.5 / PI) * Shared.m2;
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Shared.VisMad = float2( 2 * NoV * ( 1 - m ) + m, NoV * m );
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// F_Schlick
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Shared.SpecularMul *= saturate( 50.0 * SpecularColor.g );
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}
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void StandardShadingPerLight( Shared, float3 L, float3 V, half3 N )
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{
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float3 H = normalize(V + L); // 3 add, 2 mad, 4 mul, 1 rsqrt
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float NoL = saturate( dot(N, L) ); // 2 mad, 1 mul
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float NoH = saturate( dot(N, H) ); // 2 mad, 1 mul
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float VoH = saturate( dot(V, H) ); // 2 mad, 1 mul
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// D_GGX, Vis_SmithJointApprox
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float d = ( NoH * Shared.m2 - NoH ) * NoH + 1; // 2 mad
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float v = NoL * Shared.VisMad.x + Shared.VisMad.y; // 1 mad
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float D_Vis = Shared.SpecularMul * rcp( d * d * v ); // 3 mul, 1 rcp
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// F_Schlick
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float Fc = pow( 1 - VoH, 5 ); // 1 sub, 3 mul
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float3 F = Fc + (1 - Fc) * SpecularColor; // 1 sub, 3 mad
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return Shared.DiffuseMul + D_Vis * F; // 3 mad
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}
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#endif
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// @param DiffSpecMask .r: diffuse, .g:specular e.g. float2(1,1) for both, float2(1,0) for diffuse only
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float3 StandardShading( FGBufferData GBuffer, float3 LobeRoughness, float3 LobeEnergy, float3 L, float3 V, half3 N, float2 DiffSpecMask )
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{
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float3 H = normalize(V + L);
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float NoL = saturate( dot(N, L) );
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//float NoV = saturate( dot(N, V) );
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float NoV = max( dot(N, V), 1e-5 );
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float NoH = saturate( dot(N, H) );
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float VoH = saturate( dot(V, H) );
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// Generalized microfacet specular
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float D = D_GGX( LobeRoughness[1], NoH ) * LobeEnergy[1];
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float Vis = Vis_SmithJointApprox( LobeRoughness[1], NoV, NoL );
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float3 F = F_Schlick( GBuffer.SpecularColor, VoH );
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float3 Diffuse = Diffuse_Lambert( GBuffer.DiffuseColor );
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//float3 Diffuse = Diffuse_Burley( GBuffer.DiffuseColor, LobeRoughness[1], NoV, NoL, VoH );
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//float3 Diffuse = Diffuse_OrenNayar( GBuffer.DiffuseColor, LobeRoughness[1], NoV, NoL, VoH );
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return Diffuse * (LobeEnergy[2] * DiffSpecMask.r) + (D * Vis * DiffSpecMask.g) * F;
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}
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float3 SimpleShading( FGBufferData GBuffer, float Roughness, float3 L, float3 V, half3 N )
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{
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float3 H = normalize(V + L);
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float NoH = saturate( dot(N, H) );
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// Generalized microfacet specular
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float D = D_GGX( Roughness, NoH );
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float Vis = Vis_Implicit();
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float3 F = F_None( GBuffer.SpecularColor );
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return Diffuse_Lambert( GBuffer.DiffuseColor ) + (D * Vis) * F;
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}
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float3 ClearCoatShading( FGBufferData GBuffer, float3 LobeRoughness, float3 LobeEnergy, float3 L, float3 V, half3 N )
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{
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#if USE_CLEARCOAT
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const float ClearCoat = GBuffer.CustomData.x;
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const float ClearCoatRoughness = GBuffer.CustomData.y;
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const float Film = 1 * ClearCoat;
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const float MetalSpec = 0.9;
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#if 1
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float3 H = normalize(V + L);
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float NoL = saturate( dot(N, L) );
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float NoV = saturate( dot(N, V) );
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float NoH = saturate( dot(N, H) );
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float VoH = saturate( dot(V, H) );
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// Generalized microfacet specular
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float D = D_GGX( LobeRoughness[0], NoH ) * LobeEnergy[0];
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float Vis = Vis_Kelemen( VoH );
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// F_Schlick
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float F0 = 0.04;
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float Fc = Pow5( 1 - VoH );
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float F = Fc + (1 - Fc) * F0;
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F *= ClearCoat;
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float Fr1 = D * Vis * F;
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float LayerAttenuation = (1 - F);
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// Generalized microfacet specular
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float D2 = D_GGX( LobeRoughness[1], NoH ) * LobeEnergy[1];
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float Vis2 = Vis_Schlick( LobeRoughness[1], NoV, NoL );
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//float3 F2 = F_Schlick( GBuffer.SpecularColor, VoH );
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float3 F2 = saturate( 50.0 * GBuffer.SpecularColor.g ) * Fc + (1 - Fc) * GBuffer.SpecularColor;
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//float3 Fr2 = Diffuse_Burley( GBuffer.DiffuseColor, LobeRoughness[1], NoV, NoL, VoH ) * LobeEnergy[2] + (D2 * Vis2) * F2;
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float3 Fr2 = Diffuse_Lambert( GBuffer.DiffuseColor ) * LobeEnergy[2] + (D2 * Vis2) * F2;
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return Fr1 + Fr2 * LayerAttenuation;
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#else
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float3 H = normalize(V + L);
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float NoL = saturate( dot(N, L) );
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float NoV = saturate( dot(N, V) );
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float NoH = saturate( dot(N, H) );
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float VoH = saturate( dot(V, H) );
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// Hard coded IOR of 1.5
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// Generalized microfacet specular
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float D = D_GGX( ClearCoatRoughness, NoH ) * LobeEnergy[0];
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float Vis = Vis_Kelemen( VoH );
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// F_Schlick
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float F0 = 0.04;
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float Fc = Pow5( 1 - VoH );
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float F = Fc + (1 - Fc) * F0;
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float Fr1 = D * Vis * F;
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// Refract rays
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//float3 L2 = refract( -L, -H, 1 / 1.5 );
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//float3 V2 = refract( -V, -H, 1 / 1.5 );
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// LoH == VoH
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//float RefractBlend = sqrt( 4 * VoH*VoH + 5 ) / 3 + 2.0 / 3 * VoH;
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//float3 L2 = RefractBlend * H - L / 1.5;
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//float3 V2 = RefractBlend * H - V / 1.5;
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//float NoL2 = saturate( dot(N, L2) );
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//float NoV2 = saturate( dot(N, V2) );
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// Approximation
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float RefractBlend = (0.22 * VoH + 0.7) * VoH + 0.745; // 2 mad
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// Dot products distribute. No need for L2 and V2.
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float RefractNoH = RefractBlend * NoH; // 1 mul
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float NoL2 = saturate( RefractNoH - (1 / 1.5) * NoL ); // 1 mad
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float NoV2 = saturate( RefractNoH - (1 / 1.5) * NoV ); // 1 mad
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// Should refract H too but unimportant
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NoL2 = max( 0.001, NoL2 );
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NoV2 = max( 0.001, NoV2 );
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float AbsorptionDist = rcp(NoV2) + rcp(NoL2);
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float3 Absorption = pow( AbsorptionColor, 0.5 * AbsorptionDist );
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// Approximation
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//float AbsorptionDist = ( NoV2 + NoL2 ) / ( NoV2 * NoL2 );
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//float3 Absorption = AbsorptionColor * ( AbsorptionColor * (AbsorptionDist * 0.5 - 1) + (2 - 0.5 * AbsorptionDist) );
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//float3 Absorption = AbsorptionColor + AbsorptionColor * (AbsorptionColor - 1) * (AbsorptionDist * 0.5 - 1); // use for shared version
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//float F21 = Fresnel( 1 / 1.5, saturate( dot(V2, H) ) );
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//float TotalInternalReflection = 1 - F21 * G_Schlick( Roughness, NoV2, NoL2 );
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//float3 LayerAttenuation = ( (1 - F12) * TotalInternalReflection ) * Absorption;
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// Approximation
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float3 LayerAttenuation = (1 - F) * Absorption;
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// Approximation for IOR == 1.5
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//SpecularColor = ChangeBaseMedium( SpecularColor, 1.5 );
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//SpecularColor = saturate( ( 0.55 * SpecularColor + (0.45 * 1.08) ) * SpecularColor - (0.45 * 0.08) );
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// Treat SpecularColor as relative to IOR. Artist compensates.
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// Generalized microfacet specular
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float D2 = D_GGX( Roughness, NoH ) * LobeEnergy[2];
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float Vis2 = Vis_Schlick( Roughness, NoV2, NoL2 );
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float3 F2 = F_Schlick( GBuffer.SpecularColor, VoH );
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float3 Fr2 = Diffuse_Lambert( GBuffer.DiffuseColor ) * LobeEnergy[2] + (D2 * Vis2) * F2;
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return Fr1 + Fr2 * LayerAttenuation;
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#endif
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#else //USE_CLEARCOAT
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return float3(0.0f, 0.0f, 0.0f);
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#endif //USE_CLEARCOAT
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}
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float3 SubsurfaceShadingSubsurface( FGBufferData GBuffer, float3 L, float3 V, half3 N )
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{
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float3 SubsurfaceColor = ExtractSubsurfaceColor(GBuffer);
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float3 H = normalize(V + L);
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// to get an effect when you see through the material
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// hard coded pow constant
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float InScatter = pow(saturate(dot(L, -V)), 12) * lerp(3, .1f, GBuffer.Opacity);
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// wrap around lighting, /(PI*2) to be energy consistent (hack do get some view dependnt and light dependent effect)
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float OpacityFactor = GBuffer.Opacity;
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// Opacity of 0 gives no normal dependent lighting, Opacity of 1 gives strong normal contribution
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float NormalContribution = saturate(dot(N, H) * OpacityFactor + 1 - OpacityFactor);
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float BackScatter = GBuffer.GBufferAO * NormalContribution / (PI * 2);
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// lerp to never exceed 1 (energy conserving)
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return SubsurfaceColor * lerp(BackScatter, 1, InScatter);
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}
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float3 SubsurfaceShadingTwoSided( float3 SubsurfaceColor, float3 L, float3 V, half3 N )
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{
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// http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/
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float Wrap = 0.5;
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float NoL = saturate( ( dot(-N, L) + Wrap ) / Square( 1 + Wrap ) );
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// GGX scatter distribution
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float VoL = saturate( dot(V, -L) );
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float a = 0.6;
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float a2 = a * a;
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float d = ( VoL * a2 - VoL ) * VoL + 1; // 2 mad
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float GGX = (a2 / PI) / (d * d); // 2 mul, 1 rcp
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return NoL * GGX * SubsurfaceColor;
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}
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Texture2D PreIntegratedBRDF;
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SamplerState PreIntegratedBRDFSampler;
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float3 SubsurfaceShadingPreintegratedSkin( FGBufferData GBuffer, float3 L, float3 V, half3 N )
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{
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float3 SubsurfaceColor = ExtractSubsurfaceColor(GBuffer);
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float OpacityFactor = GBuffer.Opacity;
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float3 PreintegratedBRDF = Texture2DSampleLevel(PreIntegratedBRDF, PreIntegratedBRDFSampler, float2(saturate(dot(N, L) * .5 + .5), 1 - OpacityFactor), 0).rgb;
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return PreintegratedBRDF * SubsurfaceColor;
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}
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// @param DiffSpecMask .r: diffuse, .g:specular e.g. float2(1,1) for both, float2(1,0) for diffuse only
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float3 SurfaceShading( FGBufferData GBuffer, float3 LobeRoughness, float3 LobeEnergy, float3 L, float3 V, half3 N, float2 DiffSpecMask )
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{
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switch( GBuffer.ShadingModelID )
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{
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case SHADINGMODELID_UNLIT:
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case SHADINGMODELID_DEFAULT_LIT:
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case SHADINGMODELID_SUBSURFACE:
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case SHADINGMODELID_PREINTEGRATED_SKIN:
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case SHADINGMODELID_SUBSURFACE_PROFILE:
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case SHADINGMODELID_TWOSIDED_FOLIAGE:
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return StandardShading( GBuffer, LobeRoughness, LobeEnergy, L, V, N, DiffSpecMask);
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case SHADINGMODELID_CLEAR_COAT:
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// this path does not support DiffSpecMask yet
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return ClearCoatShading( GBuffer, LobeRoughness, LobeEnergy, L, V, N );
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default:
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return 0;
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}
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}
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float3 SubsurfaceShading( FGBufferData GBuffer, float3 L, float3 V, half3 N )
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{
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float3 SubsurfaceColor = ExtractSubsurfaceColor(GBuffer);
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switch( GBuffer.ShadingModelID )
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{
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case SHADINGMODELID_SUBSURFACE:
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return SubsurfaceShadingSubsurface( GBuffer, L, V, N );
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case SHADINGMODELID_PREINTEGRATED_SKIN:
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return SubsurfaceShadingPreintegratedSkin( GBuffer, L, V, N );
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case SHADINGMODELID_TWOSIDED_FOLIAGE:
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return SubsurfaceShadingTwoSided( SubsurfaceColor, L, V, N );
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default:
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return 0;
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}
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} |