diff options
| author | yum <yum.food.vr@gmail.com> | 2025-06-30 10:14:43 -0700 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2025-06-30 10:14:43 -0700 |
| commit | c2f86fa940195d07e2c82614985b249418f0d4f6 (patch) | |
| tree | 3a060bc60e78f49be8cc6b6b6bcc1830e5219c03 | |
| parent | 4f786eba18f5535b1cba10ef0e4dc2a269dde705 (diff) | |
more brdf tweaks - mainly fix how reflectance is handled
| -rw-r--r-- | 2ner.cginc | 7 | ||||
| -rw-r--r-- | 2ner.shader | 2 | ||||
| -rw-r--r-- | yum_brdf.cginc | 6 | ||||
| -rw-r--r-- | yum_lighting.cginc | 51 | ||||
| -rw-r--r-- | yum_pbr.cginc | 3 |
5 files changed, 56 insertions, 13 deletions
@@ -430,8 +430,11 @@ float4 frag(v2f i, uint facing : SV_IsFrontFace float4 lit = YumBRDF(i, l, pbr);
#endif
- lit.rgb += LightVolumeSpecular(pbr.albedo, pbr.smoothness, pbr.metallic,
- pbr.normal, l.view_dir, l.L00, l.L01r, l.L01g, l.L01b);
+ [branch]
+ if (_UdonLightVolumeEnabled) {
+ lit.rgb += LightVolumeSpecular(pbr.albedo, pbr.smoothness, pbr.metallic,
+ pbr.normal, l.view_dir, l.L00, l.L01r, l.L01g, l.L01b);
+ }
#if defined(_HARNACK_TRACING)
pbr.albedo = harnack_output.color;
diff --git a/2ner.shader b/2ner.shader index 7a36dfa..f010022 100644 --- a/2ner.shader +++ b/2ner.shader @@ -2118,7 +2118,7 @@ Shader "yum_food/2ner" [HideInInspector] m_FilamentStuff("Filament stuff", Float) = 0 [NonModifiableTextureData]_DFG("DFG", 2D) = "white" {} - [ThryWideEnum(Water, 0.02, Skin, 0.028, Eyes, 0.025, Hair, 0.046, Teeth, 0.058, Fabric, 0.05, Stone, 0.045, Plastic, 0.045, Glass, 0.06, Gemstone, 0.07, Diamond, 0.18)]_reflectance("Reflectance", Float) = 0.028 + [ThryWideEnum(Water, 0.35, Skin, 0.42, Eyes, 0.39, Hair, 0.54, Teeth, 0.6, Fabric, 0.55, Stone, 0.55, Plastic, 0.50, Glass, 0.56, Gemstone, 0.9, Diamond, 1.0)]_reflectance("Reflectance", Float) = 0.55 _ExposureOcclusion("Exposure Occlusion", Float) = 1 [Helpbox]_reflectance_help("Values are documented in the filament whitepaper here https://google.github.io/filament/Filament.html#toc4.8.3.2", Float) = 1 //ifex _Material_Type_Cloth_Enabled==0 diff --git a/yum_brdf.cginc b/yum_brdf.cginc index 224afc6..67c425c 100644 --- a/yum_brdf.cginc +++ b/yum_brdf.cginc @@ -119,10 +119,7 @@ float4 YumBRDF(v2f i, const YumLighting light, YumPbr pbr) { float3 direct_standard; { - // Fix reflectance calculation - _reflectance is already a 0-1 value, not an f0 value - // Default reflectance for dielectrics is typically 0.5, which gives f0 = 0.04 - const float dielectric_f0 = _reflectance; - // f0 = amount of light reflected back when viewing surface at a right angle + const float dielectric_f0 = computeDielectricF0(_reflectance); const float3 f0 = lerp(dielectric_f0, pbr.albedo, pbr.metallic); const float3 dfg = PrefilteredDFG_LUT(pbr.roughness_perceptual, NoV); const float3 E = specularDFG(dfg, f0); @@ -178,7 +175,6 @@ float4 YumBRDF(v2f i, const YumLighting light, YumPbr pbr) { float3 diffuseColor = computeDiffuseColor(pbr.albedo, pbr.metallic); float3 Fd = diffuseColor * light.diffuse * (1.0 - E) * pbr.ao; - // Apply energy compensation to indirect specular (critical fix) float3 Fr = E * light.specular * specularSingleBounceAO; indirect_standard = Fr + Fd; diff --git a/yum_lighting.cginc b/yum_lighting.cginc index 8920688..103eb18 100644 --- a/yum_lighting.cginc +++ b/yum_lighting.cginc @@ -125,8 +125,10 @@ float GetLodRoughness(float roughness) { } float3 getIndirectSpecular(v2f i, YumPbr pbr, float3 view_dir, float diffuse_luminance) { - float roughness = GetLodRoughness(pbr.roughness_perceptual); - float3 reflect_dir = reflect(-view_dir, pbr.normal); + float3 reflect_dir = reflect(-view_dir, pbr.normal); + + // Apply dominant direction modification for rough surfaces + float3 dominant_reflect_dir = lerp(reflect_dir, pbr.normal, pbr.roughness * pbr.roughness); UnityGIInput data; data.worldPos = i.worldPos; @@ -144,7 +146,8 @@ float3 getIndirectSpecular(v2f i, YumPbr pbr, float3 view_dir, float diffuse_lum data.probePosition[1] = unity_SpecCube1_ProbePosition; #endif - const float3 env_refl = UnityGI_prefilteredRadiance(data, roughness, reflect_dir); + // Pass perceptualRoughness directly - UnityGI_prefilteredRadiance handles remapping internally + const float3 env_refl = UnityGI_prefilteredRadiance(data, pbr.roughness_perceptual, dominant_reflect_dir); #if defined(_FALLBACK_CUBEMAP) // Check if there's no valid scene cubemap @@ -157,7 +160,7 @@ float3 getIndirectSpecular(v2f i, YumPbr pbr, float3 view_dir, float diffuse_lum reflectVector = BoxProjectedCubemapDirection(reflectVector, data.worldPos, /*probe_position=*/0, /*box_min=*/-1, /*box_max=*/1); #endif - half mip = roughness * UNITY_SPECCUBE_LOD_STEPS; + half mip = pbr.roughness_perceptual * UNITY_SPECCUBE_LOD_STEPS; float4 envSample = UNITY_SAMPLE_TEXCUBE_LOD(_Fallback_Cubemap, reflectVector, mip); canned_refl = DecodeHDR(envSample, _Fallback_Cubemap_HDR) * _Fallback_Cubemap_Brightness * diffuse_luminance; } @@ -173,6 +176,45 @@ float3 getIndirectSpecular(v2f i, YumPbr pbr, float3 view_dir, float diffuse_lum } float3 yumSH9(float4 n, float3 worldPos, inout YumLighting light) { +//#define YUM_SH9_STANDARD +#if defined(YUM_SH9_STANDARD) + // Unity gives us the first three bands (L0-L2) of SH coefficients as follows: + // unity_SHA*.w: L0 coefficients + // unity_SHA*.xyz: L1 coefficients + // unity_SHB*: first four of the L2 coefficients + // unity_SHC: last L2 coefficient + + // Parse out coefficients into a simpler but less efficient format. + float3 L00 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w); + float3 L1_1 = float3(unity_SHAr.x, unity_SHAg.x, unity_SHAb.x); + float3 L10 = float3(unity_SHAr.y, unity_SHAg.y, unity_SHAb.y); + float3 L11 = float3(unity_SHAr.z, unity_SHAg.z, unity_SHAb.z); + float3 L2_2 = float3(unity_SHBr.x, unity_SHBg.x, unity_SHBb.x); + float3 L2_1 = float3(unity_SHBr.y, unity_SHBg.y, unity_SHBb.y); + float3 L20 = float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z); + float3 L21 = float3(unity_SHBr.w, unity_SHBg.w, unity_SHBb.w); + float3 L22 = unity_SHC; + + // Equation 13 from "An Efficient Representation for Irradiance Environment + // Maps" by Ramamoorthi and Hanrahan. Note that the order of some + // coefficients is different, and normalization constants have been + // premultiplied by Unity. + float3 L0 = L00; + float3 L1 = L1_1 * n.x + L10 * n.y + L11 * n.z; + float3 L2 = + L2_2 * n.x * n.y + + L2_1 * n.y * n.z + + L20 * n.z * n.z + + L21 * n.x * n.z + + L22 * (n.x * n.x - n.y * n.y); + + light.L00 = L00; + light.L01r = unity_SHAr.xyz; + light.L01g = unity_SHAg.xyz; + light.L01b = unity_SHAb.xyz; + + return L0 + L1 + L2; +#else LightVolumeSH(worldPos, light.L00, light.L01r, light.L01g, light.L01b); #if defined(_SPHERICAL_HARMONICS_L1) return LightVolumeEvaluate(n.xyz, light.L00, light.L01r, light.L01g, light.L01b); @@ -184,6 +226,7 @@ float3 yumSH9(float4 n, float3 worldPos, inout YumLighting light) { return LightVolumeEvaluate(n.xyz, light.L00, 0, 0, 0); } #endif +#endif } float4 getIndirectDiffuse(v2f i, float4 vertexLightColor, diff --git a/yum_pbr.cginc b/yum_pbr.cginc index 08bdd67..8df2fde 100644 --- a/yum_pbr.cginc +++ b/yum_pbr.cginc @@ -129,7 +129,8 @@ YumPbr GetYumPbr(v2f i, float3x3 tangentToWorld) { #endif applyDecals(i, result.albedo, normal_tangent, result.metallic, result.smoothness, result.emission); - result.smoothness = min(0.99, result.smoothness); + const float min_roughness_perceptual = 0.045f; + result.smoothness = min(1.0f - min_roughness_perceptual, result.smoothness); propagateRoughness(result.smoothness, result.roughness_perceptual, result.roughness); #if defined(_OKLCH_CORRECTION) |
