diff options
| author | yum <yum.food.vr@gmail.com> | 2025-02-11 16:54:10 -0800 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2025-02-11 16:54:10 -0800 |
| commit | 20c32dcb055058b770062b7e9dd07f79d33a8caa (patch) | |
| tree | a712206014334ab41a012c2cc27086c5f0591c45 /filamented.cginc | |
| parent | 2dcf39113fab3aac8fe280f3b0ead9cf87fa958d (diff) | |
Add code
Implement basic diffuse and specular BRDF based heavily on silent's
filamented shader.
Diffstat (limited to 'filamented.cginc')
| -rw-r--r-- | filamented.cginc | 393 |
1 files changed, 393 insertions, 0 deletions
diff --git a/filamented.cginc b/filamented.cginc new file mode 100644 index 0000000..2b1e876 --- /dev/null +++ b/filamented.cginc @@ -0,0 +1,393 @@ +#ifndef __FILAMENTED_INC +#define __FILAMENTED_INC + +#include "UnityImageBasedLighting.cginc" +#include "UnityStandardUtils.cginc" + +#include "math.cginc" + +// I made changes to this code. + +/* + Apache License + Version 2.0, January 2004 + http://www.apache.org/licenses/ + + TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION + + 1. Definitions. + + "License" shall mean the terms and conditions for use, reproduction, + and distribution as defined by Sections 1 through 9 of this document. + + "Licensor" shall mean the copyright owner or entity authorized by + the copyright owner that is granting the License. + + "Legal Entity" shall mean the union of the acting entity and all + other entities that control, are controlled by, or are under common + control with that entity. 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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 + |
