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authoryum <yum.food.vr@gmail.com>2025-06-30 10:14:43 -0700
committeryum <yum.food.vr@gmail.com>2025-06-30 10:14:43 -0700
commitc2f86fa940195d07e2c82614985b249418f0d4f6 (patch)
tree3a060bc60e78f49be8cc6b6b6bcc1830e5219c03 /yum_lighting.cginc
parent4f786eba18f5535b1cba10ef0e4dc2a269dde705 (diff)
more brdf tweaks - mainly fix how reflectance is handled
Diffstat (limited to 'yum_lighting.cginc')
-rw-r--r--yum_lighting.cginc51
1 files changed, 47 insertions, 4 deletions
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,