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authoryum <yum.food.vr@gmail.com>2025-02-11 16:54:10 -0800
committeryum <yum.food.vr@gmail.com>2025-02-11 16:54:10 -0800
commit20c32dcb055058b770062b7e9dd07f79d33a8caa (patch)
treea712206014334ab41a012c2cc27086c5f0591c45 /filamented.cginc
parent2dcf39113fab3aac8fe280f3b0ead9cf87fa958d (diff)
Add code
Implement basic diffuse and specular BRDF based heavily on silent's filamented shader.
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+#ifndef __FILAMENTED_INC
+#define __FILAMENTED_INC
+
+#include "UnityImageBasedLighting.cginc"
+#include "UnityStandardUtils.cginc"
+
+#include "math.cginc"
+
+// I made changes to this code.
+
+/*
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+Unity Built-in Shaders
+
+Copyright (c) 2016 Unity Technologies
+
+Permission is hereby granted, free of charge, to any person obtaining a copy of
+this software and associated documentation files (the "Software"), to deal in
+the Software without restriction, including without limitation the rights to
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+copies or substantial portions of the Software.
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+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
+FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
+COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
+IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+*/
+
+#define MIN_PERCEPTUAL_ROUGHNESS 0.045
+
+UNITY_DECLARE_TEX2D_FLOAT(_DFG);
+
+float3 PrefilteredDFG_LUT(float lod, float NoV) {
+ return UNITY_SAMPLE_TEX2D(_DFG, float2(NoV, lod));
+}
+
+float3 specularDFG(const float3 dfg, const float f0) {
+ return lerp(dfg.xxx, dfg.yyy, f0);
+}
+
+float D_GGX(float roughness, float NoH, const float3 h) {
+ // Walter et al. 2007, "Microfacet Models for Refraction through Rough Surfaces"
+
+ // In mediump, there are two problems computing 1.0 - NoH^2
+ // 1) 1.0 - NoH^2 suffers floating point cancellation when NoH^2 is close to 1 (highlights)
+ // 2) NoH doesn't have enough precision around 1.0
+ // Both problem can be fixed by computing 1-NoH^2 in highp and providing NoH in highp as well
+
+ // However, we can do better using Lagrange's identity:
+ // ||a x b||^2 = ||a||^2 ||b||^2 - (a . b)^2
+ // since N and H are unit vectors: ||N x H||^2 = 1.0 - NoH^2
+ // This computes 1.0 - NoH^2 directly (which is close to zero in the highlights and has
+ // enough precision).
+ // Overall this yields better performance, keeping all computations in mediump
+ // Not available without reworking to pass NxH to the function
+ float oneMinusNoHSquared = 1.0 - NoH * NoH;
+ float a = NoH * roughness;
+ float k = roughness / (oneMinusNoHSquared + a * a);
+ float d = k * k * (1.0 / PI);
+ return d;
+}
+
+float F_Schlick(float f0, float VoH) {
+ return f0 + (1.0 - f0) * pow5(1.0 - VoH);
+}
+
+float V_SmithGGXCorrelated(float roughness, float NoV, float NoL) {
+ // Heitz 2014, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs"
+ float a2 = roughness * roughness;
+ float lambdaV = NoL * sqrt((NoV - a2 * NoV) * NoV + a2);
+ float lambdaL = NoV * sqrt((NoL - a2 * NoL) * NoL + a2);
+ float v = 0.5 / (lambdaV + lambdaL);
+ return v;
+}
+
+float V_SmithGGXCorrelated_Fast(float roughness, float NoV, float NoL) {
+ // Hammon 2017, "PBR Diffuse Lighting for GGX+Smith Microsurfaces"
+ float v = 0.5 / lerp(2.0 * NoL * NoV, NoL + NoV, roughness);
+ return v;
+}
+
+float perceptualRoughnessToRoughness(float perceptualRoughness) {
+ return perceptualRoughness * perceptualRoughness;
+}
+
+float roughnessToPerceptualRoughness(float roughness) {
+ return sqrt(roughness);
+}
+
+float normalFiltering(float perceptualRoughness, const float3 worldNormal) {
+ // Kaplanyan 2016, "Stable specular highlights"
+ // Tokuyoshi 2017, "Error Reduction and Simplification for Shading Anti-Aliasing"
+ // Tokuyoshi and Kaplanyan 2019, "Improved Geometric Specular Antialiasing"
+
+ // This implementation is meant for deferred rendering in the original paper but
+ // we use it in forward rendering as well (as discussed in Tokuyoshi and Kaplanyan
+ // 2019). The main reason is that the forward version requires an expensive transform
+ // of the half vector by the tangent frame for every light. This is therefore an
+ // approximation but it works well enough for our needs and provides an improvement
+ // over our original implementation based on Vlachos 2015, "Advanced VR Rendering".
+
+ float3 du = ddx(worldNormal);
+ float3 dv = ddy(worldNormal);
+
+ float variance = _specularAntiAliasingVariance * (dot(du, du) + dot(dv, dv));
+
+ float roughness = perceptualRoughnessToRoughness(perceptualRoughness);
+ float kernelRoughness = min(2.0 * variance, _specularAntiAliasingThreshold);
+ float squareRoughness = saturate(roughness * roughness + kernelRoughness);
+
+ return roughnessToPerceptualRoughness(sqrt(squareRoughness));
+}
+
+float3 energyCompensation(float3 dfg, float3 f0)
+{
+ // Energy compensation for multiple scattering in a microfacet model
+ // See "Multiple-Scattering Microfacet BSDFs with the Smith Model"
+ return 1.0 + f0 * (1.0 / dfg.yyy - 1.0);
+}
+
+half3 Unity_GlossyEnvironment_local (UNITY_ARGS_TEXCUBE(tex), half4 hdr, Unity_GlossyEnvironmentData glossIn)
+{
+ half perceptualRoughness = glossIn.roughness /* perceptualRoughness */ ;
+
+ // Workaround for issue where objects are blurrier than they should be
+ // due to specular AA.
+ float roughnessAdjustment = 1-perceptualRoughness;
+ roughnessAdjustment = MIN_PERCEPTUAL_ROUGHNESS * roughnessAdjustment * roughnessAdjustment;
+ perceptualRoughness = perceptualRoughness - roughnessAdjustment;
+
+ // Unity derivation
+ perceptualRoughness = perceptualRoughness*(1.7 - 0.7 * perceptualRoughness);
+ // Filament derivation
+ // perceptualRoughness = perceptualRoughness * (2.0 - perceptualRoughness);
+ half mip = perceptualRoughnessToMipmapLevel(perceptualRoughness);
+ half3 R = glossIn.reflUVW;
+ half4 rgbm = UNITY_SAMPLE_TEXCUBE_LOD(tex, R, mip);
+
+ return DecodeHDR(rgbm, hdr);
+}
+
+inline half3 UnityGI_prefilteredRadiance(const UnityGIInput data,
+ const float perceptualRoughness, const float3 r) {
+ half3 specular;
+
+ Unity_GlossyEnvironmentData glossIn = (Unity_GlossyEnvironmentData)0;
+ glossIn.roughness = perceptualRoughness;
+ glossIn.reflUVW = r;
+
+#ifdef UNITY_SPECCUBE_BOX_PROJECTION
+ // we will tweak reflUVW in glossIn directly (as we pass it to Unity_GlossyEnvironment twice for probe0 and pr obe1), so keep original to pass into BoxProjectedCubemapDirection
+ half3 originalReflUVW = glossIn.reflUVW;
+ glossIn.reflUVW = BoxProjectedCubemapDirection(originalReflUVW,
+ data.worldPos, data.probePosition[0], data.boxMin[0], data.boxMax[0]);
+#endif
+
+#ifdef _GLOSSYREFLECTIONS_OFF
+ specular = unity_IndirectSpecColor.rgb;
+#else
+ half3 env0 = Unity_GlossyEnvironment_local (UNITY_PASS_TEXCUBE(unity_SpecCube0), data.probeHDR[0], glossIn);
+#ifdef UNITY_SPECCUBE_BLENDING
+ const float kBlendFactor = 0.99999;
+ float blendLerp = data.boxMin[0].w;
+ UNITY_BRANCH
+ if (blendLerp < kBlendFactor)
+ {
+#ifdef UNITY_SPECCUBE_BOX_PROJECTION
+ glossIn.reflUVW = BoxProjectedCubemapDirection (originalReflUVW, data.worldPos, data.probePosition [1], data.boxMin[1], data.boxMax[1]);
+#endif // UNITY_SPECCUBE_BOX_PROJECTION
+
+ half3 env1 = Unity_GlossyEnvironment_local (UNITY_PASS_TEXCUBE_SAMPLER(unity_SpecCube1,unity_SpecCube0 ), data.probeHDR[1], glossIn);
+ specular = lerp(env1, env0, blendLerp); }
+ else
+ {
+ specular = env0;
+ }
+#else
+ specular = env0;
+#endif // UNITY_SPECCUBE_BLENDING
+#endif // _GLOSSYREFLECTIONS_OFF
+
+ return specular;
+}
+
+#endif
+