summaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
authoryum <yum.food.vr@gmail.com>2026-02-23 20:20:31 -0800
committeryum <yum.food.vr@gmail.com>2026-02-23 20:20:31 -0800
commit5fa1c0ec5b2b59db3858a7dfe9f4001eeeff8cc9 (patch)
tree5e1d7729e2fe52964c9d7c52aece72b4f2ecb3e5
parent2d205f1f5df12b6e66f6cca1a05152b18d53c0d1 (diff)
Add ambient occlusion & normal filtering
-rwxr-xr-x3ner.shader8
-rwxr-xr-x3ner.shader.meta3
-rw-r--r--LUTS/dfg_standard.exrbin520151 -> 2052797 bytes
-rwxr-xr-xScripts/make_dfg_lut.py4
-rwxr-xr-xbrdf.cginc29
-rwxr-xr-xfeatures.cginc4
-rwxr-xr-xglobals.cginc8
-rwxr-xr-xlighting.cginc55
-rwxr-xr-xpbr.cginc42
9 files changed, 101 insertions, 52 deletions
diff --git a/3ner.shader b/3ner.shader
index 10b0e9c..4c1ca2c 100755
--- a/3ner.shader
+++ b/3ner.shader
@@ -47,6 +47,14 @@ Shader "yum_food/3ner"
[IntRange] _Details_UV_Channel("UV Channel", Range(0, 3)) = 0
[HideInInspector] m_end_Details("Details", Float) = 0
//endex
+
+ //ifex _Ambient_Occlusion_Enabled==0
+ [HideInInspector] m_start_Ambient_Occlusion("Ambient Occlusion", Float) = 0
+ [ThryToggle(_AMBIENT_OCCLUSION)] _Ambient_Occlusion_Enabled("Enable", Float) = 0
+ _OcclusionMap("Ambient Occlusion", 2D) = "white" {}
+ _OcclusionStrength("Occlusion Strength", Range(0, 1)) = 1
+ [HideInInspector] m_end_Ambient_Occlusion("Ambient Occlusion", Float) = 0
+ //endex
[HideInInspector] m_end_Main("Main", Float) = 0
[HideInInspector] m_start_Gimmicks("Gimmicks", Float) = 0
diff --git a/3ner.shader.meta b/3ner.shader.meta
index c03debd..e8cfc6a 100755
--- a/3ner.shader.meta
+++ b/3ner.shader.meta
@@ -17,9 +17,8 @@ ShaderImporter:
- _Impostors_Metallic_Gloss_Depth_Atlas: {instanceID: 0}
- _Instance_Texture_Offset_Data_Tex: {instanceID: 0}
- _Parallax_Heightmap: {instanceID: 0}
- - _DFG_LUT: {fileID: 2800000, guid: d6fbf383c1bdb87439939bf17f69d539, type: 3}
+ - _DFG_LUT: {fileID: 2800000, guid: 76d65cbce584df7449699fb8406f60ea, type: 3}
- _Clearcoat_Mask: {instanceID: 0}
- - _Cloth_Sheen_DFG_LUT: {instanceID: 0}
nonModifiableTextures: []
userData:
assetBundleName:
diff --git a/LUTS/dfg_standard.exr b/LUTS/dfg_standard.exr
index 9542464..f5209c6 100644
--- a/LUTS/dfg_standard.exr
+++ b/LUTS/dfg_standard.exr
Binary files differ
diff --git a/Scripts/make_dfg_lut.py b/Scripts/make_dfg_lut.py
index 05794ff..d58f3cf 100755
--- a/Scripts/make_dfg_lut.py
+++ b/Scripts/make_dfg_lut.py
@@ -182,8 +182,8 @@ def calculate_pixel(coords, resolution, brdf_type, num_samples):
u = (x + 0.5) / resolution
v = (y + 0.5) / resolution
- roughness = saturate(u)
- NoV = saturate(v)
+ NoV = saturate(u)
+ roughness = saturate(v)
if NoV < 1e-4: return x, y, 0.0, 0.0, 0.0
r, g = 0.0, 0.0
diff --git a/brdf.cginc b/brdf.cginc
index 42ab988..1e920bb 100755
--- a/brdf.cginc
+++ b/brdf.cginc
@@ -116,7 +116,7 @@ float4 brdf(Pbr pbr, LightData data) {
// Direct
{
- float3 layer_attenuation = 1.0f;
+ float3 remainder = 1.0f;
#if defined(_CLEARCOAT)
float Fcc = F_Schlick(data.direct.LoH, cc_f0, f90);
@@ -125,10 +125,10 @@ float4 brdf(Pbr pbr, LightData data) {
float DFGcc = Fcc * Dcc * Gcc;
float3 direct_specular_cc = DFGcc * data.direct.color * data.direct.NoL_cc * pbr.cc_strength;
direct_specular_cc *= cc_energy_comp;
- direct_specular_cc *= layer_attenuation;
+ direct_specular_cc *= remainder;
direct_specular_cc = max(0, direct_specular_cc);
specular += direct_specular_cc;
- layer_attenuation *= saturate(1.0f - Fcc * pbr.cc_strength);
+ remainder *= saturate(1.0f - Fcc * pbr.cc_strength);
#endif
float3 F = F_Schlick(data.direct.LoH, f0_color, f90);
@@ -138,7 +138,7 @@ float4 brdf(Pbr pbr, LightData data) {
float3 direct_specular = (D * G) * F;
direct_specular *= data.direct.color * data.direct.NoL;
direct_specular *= energy_comp;
- direct_specular *= layer_attenuation;
+ direct_specular *= remainder;
direct_specular = max(0, direct_specular);
specular += direct_specular;
@@ -148,7 +148,7 @@ float4 brdf(Pbr pbr, LightData data) {
float Fd = Fd_Lambertian(data.direct.NoL);
#endif
float3 direct_diffuse = Fd * (1.0f - pbr.metallic) * pbr.albedo.xyz * data.direct.color;
- direct_diffuse *= layer_attenuation;
+ direct_diffuse *= remainder;
direct_diffuse = max(0, direct_diffuse);
diffuse += direct_diffuse;
}
@@ -156,25 +156,12 @@ float4 brdf(Pbr pbr, LightData data) {
// Indirect
#if !defined(FURNACE_TEST_DIRECT) && defined(FORWARD_BASE_PASS)
{
- float3 remainder = 1.0f;
-
-#if defined(_CLEARCOAT)
- float cc_single_scatter = cc_f0 * cc_dfg.x + cc_dfg.y;
- float3 indirect_specular_cc = data.indirect.specular_cc * (cc_single_scatter * cc_energy_comp) * pbr.cc_strength;
- indirect_specular_cc = max(0, indirect_specular_cc);
- specular += indirect_specular_cc;
- remainder = saturate(remainder - indirect_specular_cc);
-#endif
-
- float3 specular_tint = lerp(1, pbr.albedo.xyz, pbr.metallic);
- // Filament whitepaper section 5.3.4.6
- float3 specular_dfg = dfg.xxx * f0 + dfg.yyy;
- float3 indirect_specular = specular_tint * data.indirect.specular * specular_dfg;
+ float3 specular_dfg = dfg.xxx * f0_color + dfg.yyy; // filament 5.3.4.6
+ float3 indirect_specular = data.indirect.specular * specular_dfg;
specular += indirect_specular;
- //remainder = saturate(remainder - indirect_specular);
- float3 indirect_diffuse = pbr.albedo.xyz * data.indirect.diffuse * remainder * (1.0 - pbr.metallic);
+ float3 indirect_diffuse = pbr.albedo.xyz * data.indirect.diffuse * (1.0 - pbr.metallic);
diffuse += indirect_diffuse;
}
#endif
diff --git a/features.cginc b/features.cginc
index 3cf46e0..9291f05 100755
--- a/features.cginc
+++ b/features.cginc
@@ -15,6 +15,10 @@
#pragma shader_feature_local _TESSELLATION_HEIGHTMAP_DIRECTION_CONTROL
//endex
+//ifex _Ambient_Occlusion_Enabled==0
+#pragma shader_feature_local _AMBIENT_OCCLUSION
+//endex
+
//ifex _Clearcoat_Enabled==0
#pragma shader_feature_local _CLEARCOAT
//endex
diff --git a/globals.cginc b/globals.cginc
index 0c4917d..6bfaace 100755
--- a/globals.cginc
+++ b/globals.cginc
@@ -6,8 +6,6 @@
SamplerState point_repeat_s;
SamplerState linear_repeat_s;
SamplerState aniso4_trilinear_repeat_s;
-SamplerState aniso8_trilinear_repeat_s;
-SamplerState aniso16_trilinear_repeat_s;
SamplerState bilinear_repeat_s;
SamplerState linear_clamp_s;
SamplerState bilinear_clamp_s;
@@ -34,6 +32,12 @@ float _Specular_AA_Variance;
float _Specular_AA_Threshold;
float _BRDF_Specular_Min_Denom;
+#if defined(_AMBIENT_OCCLUSION)
+texture2D _OcclusionMap;
+float4 _OcclusionMap_ST;
+float _OcclusionStrength;
+#endif // __AMBIENT_OCCLUSION
+
#if defined(_MARBLE)
texture2D _Marble_U_Ramp;
texture2D _Marble_V_Ramp;
diff --git a/lighting.cginc b/lighting.cginc
index 87a3dfc..28ac25b 100755
--- a/lighting.cginc
+++ b/lighting.cginc
@@ -90,9 +90,9 @@ float4 getDirectLightColorIntensity() {
return float4(_LightColor0.xyz, _LightColor0.w);
}
-float3 getIndirectSpecular(v2f i, float roughness, float3 view_dir, float3 reflect_dir) {
+float3 getIndirectSpecular(v2f i, float perceptual_roughness, float3 view_dir, float3 reflect_dir) {
UnityGIInput data = InitialiseUnityGIInput(i.worldPos, view_dir);
- float3 env_refl = UnityGI_prefilteredRadiance(data, roughness, reflect_dir);
+ float3 env_refl = UnityGI_prefilteredRadiance(data, perceptual_roughness, reflect_dir);
return env_refl;
}
@@ -133,23 +133,42 @@ float3 yumSH9(float4 n, float3 worldPos, inout LightIndirect light) {
dot(light.L01b, n.xyz));
}
- // Geomerics SH evaluation
- // Extract L0 and optionally incorporate part of L2
- float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
- float3 L0L2 = float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0;
- L0 = L0 + L0L2; // useL2 = true
-
- float3 finalSH;
- finalSH.r = shEvaluateDiffuseL1Geomerics(L0.r, unity_SHAr.xyz, n.xyz);
- finalSH.g = shEvaluateDiffuseL1Geomerics(L0.g, unity_SHAg.xyz, n.xyz);
- finalSH.b = shEvaluateDiffuseL1Geomerics(L0.b, unity_SHAb.xyz, n.xyz);
+ // 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 = L0;
light.L01r = unity_SHAr.xyz;
light.L01g = unity_SHAg.xyz;
light.L01b = unity_SHAb.xyz;
- return finalSH;
+ return L0 + L1 + L2;
}
float4 getIndirectDiffuse(v2f i, Pbr pbr, inout LightIndirect light) {
@@ -157,6 +176,12 @@ float4 getIndirectDiffuse(v2f i, Pbr pbr, inout LightIndirect light) {
#if defined(FORWARD_BASE_PASS)
diffuse.xyz += max(0, yumSH9(float4(i.normal, 1.0), i.worldPos, light));
#endif
+
+#if defined(_AMBIENT_OCCLUSION)
+ diffuse.xyz *= lerp(1, _OcclusionMap.Sample(bilinear_repeat_s, i.uv01.xy), 1);
+ //diffuse.xyz = _OcclusionMap.Sample(bilinear_repeat_s, i.uv01.xy);
+#endif
+
return diffuse;
}
@@ -208,9 +233,9 @@ void GetLighting(v2f i, Pbr pbr, out LightData data) {
data.indirect.double_LoV = saturate(2.0f * indirect_LoV * indirect_LoV - 1.0f);
data.indirect.diffuse = getIndirectDiffuse(i, pbr, data.indirect);
- data.indirect.specular = getIndirectSpecular(i, pbr.roughness, view_dir, -data.indirect.dir);
+ data.indirect.specular = getIndirectSpecular(i, pbr.roughness_perceptual, view_dir, -data.indirect.dir);
#if defined(_CLEARCOAT)
- data.indirect.specular_cc = getIndirectSpecular(i, pbr.cc_roughness, view_dir, dir_cc);
+ data.indirect.specular_cc = getIndirectSpecular(i, saturate(sqrt(pbr.cc_roughness)), view_dir, dir_cc);
#if defined(_CLEARCOAT_MASK)
float cc_mask = _Clearcoat_Mask.Sample(bilinear_clamp_s, i.uv01.xy).r;
data.indirect.specular_cc *= cc_mask;
diff --git a/pbr.cginc b/pbr.cginc
index d7d51b9..8ec69cb 100755
--- a/pbr.cginc
+++ b/pbr.cginc
@@ -26,8 +26,11 @@ struct Pbr {
#endif
};
-#define MIN_PERCEPTUAL_ROUGHNESS 5e-2f
-#define MIN_ROUGHNESS 5e-3f
+// From filament: min roughness s.t. MIN_PERCEPTUAL_ROUGHNESS^4 > 0 in target
+// precision. We use fp32. The smallest non-subnormal is 2^(-126). The 4th
+// root of that is ~3.29 * 10^-10.
+#define MIN_PERCEPTUAL_ROUGHNESS (3.3E-10)
+#define MIN_ROUGHNESS (1.09E-19)
#if defined(_PARALLAX_HEIGHTMAP)
float2 parallax_offset(float2 uv, float3 view_dir_world, float3x3 tbn) {
@@ -115,10 +118,29 @@ float2 parallax_offset(float2 uv, float3 view_dir_world, float3x3 tbn) {
}
#endif // _PARALLAX_HEIGHTMAP
-// TODO consider normal filtering like filamented
+// Tokuyashi and Kaplanyan 2019 "Improved Geometric Specular Antialiasing"
+float normalFiltering(float3 normal, float perceptual_roughness) {
+ float3 du = ddx(normal);
+ float3 dv = ddy(normal);
+
+ // Boxed equation in section 3.2 "Proposed Error Reduction."
+ float variance = dot(du, du) + dot(dv, dv);
+ float sigma = 0.5f; // standard deviation of pixel filter kernel in image space
+ float Sigma = sigma * sigma * variance;
+
+ // Equation 1 in section 4.2 "Constraint for Conservative Isotropic Filtering"
+ float roughness = perceptual_roughness * perceptual_roughness;
+ float kappa = 0.18;
+ roughness = roughness + min(2 * Sigma, kappa);
+
+ return sqrt(roughness);
+}
+
void propagateSmoothness(inout Pbr pbr) {
- pbr.roughness_perceptual = max(MIN_PERCEPTUAL_ROUGHNESS, 1.0f - pbr.smoothness);
- pbr.roughness = max(MIN_ROUGHNESS, pbr.roughness_perceptual * pbr.roughness_perceptual);
+ pbr.smoothness = 1.0f - normalFiltering(pbr.normal, 1.0f - pbr.smoothness);
+
+ pbr.roughness_perceptual = clamp(1.0f - pbr.smoothness, MIN_PERCEPTUAL_ROUGHNESS, 1);
+ pbr.roughness = clamp(pbr.roughness_perceptual * pbr.roughness_perceptual, MIN_ROUGHNESS, 1);
#if defined(_CLEARCOAT)
pbr.cc_roughness = max(MIN_ROUGHNESS, pbr.cc_roughness * pbr.cc_roughness);
#endif
@@ -168,25 +190,25 @@ Pbr getPbr(v2f i) {
pbr.objPos = imp.objPos;
#endif
#else
- pbr.albedo = _MainTex.Sample(aniso16_trilinear_repeat_s, uv_parallax * _MainTex_ST.xy + _MainTex_ST.zw);
+ pbr.albedo = _MainTex.Sample(aniso4_trilinear_repeat_s, uv_parallax * _MainTex_ST.xy + _MainTex_ST.zw);
pbr.albedo *= _Color;
apply_marble(i.worldPos, pbr.albedo.xyz);
- float3 normal_tangent = UnpackNormal(_BumpMap.Sample(aniso16_trilinear_repeat_s, uv_parallax * _BumpMap_ST.xy));
+ float3 normal_tangent = UnpackNormal(_BumpMap.Sample(aniso4_trilinear_repeat_s, uv_parallax * _BumpMap_ST.xy));
normal_tangent.xy *= _BumpScale;
#if defined(_DETAILS)
float2 detail_uv = get_uv_by_channel(i, _Details_UV_Channel);
- float3 detail_normal = UnpackNormal(_DetailNormalMap.Sample(aniso16_trilinear_repeat_s, detail_uv * _DetailNormalMap_ST.xy));
+ float3 detail_normal = UnpackNormal(_DetailNormalMap.Sample(aniso4_trilinear_repeat_s, detail_uv * _DetailNormalMap_ST.xy));
detail_normal.xy *= _DetailNormalMapScale;
- float detail_mask = _DetailMask.Sample(aniso16_trilinear_repeat_s, detail_uv * _DetailMask_ST.xy).r;
+ float detail_mask = _DetailMask.Sample(aniso4_trilinear_repeat_s, detail_uv * _DetailMask_ST.xy).r;
detail_normal.xy *= detail_mask;
normal_tangent = blendNormalsHill12(normal_tangent, detail_normal);
#endif
pbr.normal = normalize(mul(normal_tangent, pbr.tbn));
- float4 metallic_gloss = _MetallicGlossMap.Sample(aniso16_trilinear_repeat_s, uv_parallax * _MetallicGlossMap_ST.xy);
+ float4 metallic_gloss = _MetallicGlossMap.Sample(aniso4_trilinear_repeat_s, uv_parallax * _MetallicGlossMap_ST.xy);
pbr.smoothness = metallic_gloss.a * _Glossiness;
pbr.metallic = metallic_gloss.r * _Metallic;
#endif // _IMPOSTORS