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authoryum <yum.food.vr@gmail.com>2026-03-30 13:11:29 -0700
committeryum <yum.food.vr@gmail.com>2026-03-30 13:11:29 -0700
commit146b1e287e606b6ce3ebc4f60a1719f43c755916 (patch)
tree914758325caffc2a1e2408119c9fd81e48f4520e /glitter.cginc
parentb5197bed4cad2a8452bcbfa8e116497760edf1ba (diff)
Glitter: use micro normal for IBL
Diffstat (limited to 'glitter.cginc')
-rw-r--r--glitter.cginc113
1 files changed, 88 insertions, 25 deletions
diff --git a/glitter.cginc b/glitter.cginc
index 2ed0ef4..34cd17c 100644
--- a/glitter.cginc
+++ b/glitter.cginc
@@ -13,6 +13,10 @@
* I have made changes to this code. They are:
* 1. Syntax changes required to translate GLSL to HLSL.
* 2. Stylistic preferences, like using "1" or "1.0" instead of "1.".
+ * 3. The `GetGlitterLighting` function, which populates data required for
+ * IBL. The original paper only discusses analytic lighting. For IBL, you
+ * also need the micro-normal to figure out which part of the cubemap to
+ * sample.
*
* @article{KPT:2025:Glinty,
* title = {Evaluating and Sampling Glinty NDFs in Constant Time},
@@ -150,7 +154,16 @@ float compensation(float2 x_a, float2x2 sigma_a, float res_a) {
return containing - explicitly_evaluated;
}
-float D_Kemppinen(float3 h, float alpha, float glint_alpha, float2 uv, float2x2 uv_J, float N, float filter_size) {
+float3 disk_to_ndf_ggx(float2 v_disk, float alpha) {
+ float2 p = v_disk * 2.0f - 1.0f;
+ float r2 = saturate(dot(p, p));
+ float3 hemi = float3(p * sqrt(max(1e-6f, 2.0f - r2)), 1.0f - r2);
+ float alpha2 = alpha * alpha;
+ float denom = sqrt(max(1e-6f, alpha2 * dot(hemi.xy, hemi.xy) + hemi.z * hemi.z));
+ return float3(alpha * hemi.xy, hemi.z) / denom;
+}
+
+float D_Kemppinen(float3 h, float alpha, float glint_alpha, float2 uv, float2x2 uv_J, float N, float filter_size, out float3 micro_normal) {
float res = sqrt(N);
float2 x_s = uv;
float3 x_a_and_d = ndf_to_disk_ggx(h, alpha);
@@ -160,44 +173,94 @@ float D_Kemppinen(float3 h, float alpha, float glint_alpha, float2 uv, float2x2
float lambda = QueryLod(res * uv_J, filter_size);
float D_filter = 0;
+ float best_weight = 0;
+ float2 best_g_a = x_a;
[loop]
- for (float m = 0; m < 2; m += 1) {
- float l = floor(lambda) + m;
+ for (float m = 0; m < 2; m += 1) {
+ float l = floor(lambda) + m;
- float w_lambda = 1.0 - abs(lambda - l);
- float res_s = res * pow(2, -l);
- float res_a = pow(2, l);
+ float w_lambda = 1.0 - abs(lambda - l);
+ float res_s = res * pow(2, -l);
+ float res_a = pow(2, l);
- float2x2 uv_J2 = filter_size * uv_J;
- float2x2 sigma_s = mul(uv_J2, transpose(uv_J2));
+ float2x2 uv_J2 = filter_size * uv_J;
+ float2x2 sigma_s = mul(uv_J2, transpose(uv_J2));
- float2x2 sigma_a = d * pow(glint_alpha, 2) * float2x2(1, 0, 0, 1);
+ float2x2 sigma_a = d * pow(glint_alpha, 2) * float2x2(1, 0, 0, 1);
- float2 base_i_a = clamp(round(x_a * res_a), 1, res_a-1);
- [loop]
- for (uint j_a = 0; j_a < 4; ++j_a) {
- float2 i_a = base_i_a + float2(int2(j_a, j_a/2)%2)-.5;
+ float2 base_i_a = clamp(round(x_a * res_a), 1, res_a-1);
+ [loop]
+ for (uint j_a = 0; j_a < 4; ++j_a) {
+ float2 i_a = base_i_a + float2(int2(j_a, j_a/2)%2)-.5;
- float2 base_i_s = round(x_s * res_s);
- [loop]
- for (uint j_s = 0; j_s < 4; ++j_s) {
- float2 i_s = base_i_s + float2(int2(j_s, j_s/2)%2)-.5;
+ float2 base_i_s = round(x_s * res_s);
+ [loop]
+ for (uint j_s = 0; j_s < 4; ++j_s) {
+ float2 i_s = base_i_s + float2(int2(j_s, j_s/2)%2)-.5;
- float2 g_s = (i_s + Rand2D(i_s, i_a, l, 1u) - .5) / res_s;
- float2 g_a = (i_a + Rand2D(i_s, i_a, l, 2u) - .5) / res_a;
+ float2 g_s = (i_s + Rand2D(i_s, i_a, l, 1u) - .5) / res_s;
+ float2 g_a = (i_a + Rand2D(i_s, i_a, l, 2u) - .5) / res_a;
- float r = Rand1D(i_s, i_a, l, 4u);
- float roulette = smoothstep(max(.0, r-.1), min(1.0, r+.1), w_lambda);
+ float r = Rand1D(i_s, i_a, l, 4u);
+ float roulette = smoothstep(max(.0, r-.1), min(1.0, r+.1), w_lambda);
- D_filter += roulette * normal(sigma_a, x_a - g_a) * normal(sigma_s, x_s - g_s) / N;
- }
+ float w = roulette * normal(sigma_a, x_a - g_a) * normal(sigma_s, x_s - g_s) / N;
+ D_filter += w;
+ if (w > best_weight) {
+ best_weight = w;
+ best_g_a = g_a;
}
- D_filter += w_lambda * compensation(x_a, sigma_a, res_a);
+ }
}
+ D_filter += w_lambda * compensation(x_a, sigma_a, res_a);
+ }
+ micro_normal = normalize(disk_to_ndf_ggx(best_g_a, alpha));
return D_filter * d / PI;
}
-#endif // __GLITTER_INC
+#if defined(_GLITTER)
+struct LightGlitter {
+ float direct_D;
+
+ float indirect_D;
+ float3 indirect_specular;
+ float3 indirect_dir;
+ float3 indirect_H;
+ float indirect_NoL;
+ float indirect_LoH;
+};
+
+// Glitter data getter to be run from lighting code.
+LightGlitter GetGlitterLighting(
+ float glitter_amount, float glitter_roughness,
+ float2 uv, float3x3 tbn, float roughness,
+ float3 normal, float3 V, float3 direct_H, float3 indirect_H) {
+ LightGlitter g;
+ const float glitter_filter_size = 0.7f;
+ float2x2 uv_J = uv_ellipsoid(transpose(float2x2(ddx(uv), ddy(uv))));
+ float N = 8.0e5f * pow(10.0f, glitter_amount * 6.0f - 2.0f);
+
+ // Direct
+ float3 direct_H_tangent = mul(direct_H, transpose(tbn));
+ float3 direct_micro_normal; // unused
+ g.direct_D = D_Kemppinen(direct_H_tangent, roughness, glitter_roughness,
+ uv, uv_J, N, glitter_filter_size, direct_micro_normal);
+
+ // Indirect
+ float3 indirect_H_tangent = mul(indirect_H, transpose(tbn));
+ float3 indirect_micro_normal; // used to sample cubemap
+ g.indirect_D = D_Kemppinen(indirect_H_tangent, roughness, glitter_roughness,
+ uv, uv_J, N, glitter_filter_size, indirect_micro_normal);
+ // Normal vector is the halfway vector in IBL.
+ g.indirect_H = normalize(mul(indirect_micro_normal, tbn));
+ g.indirect_dir = reflect(-V, g.indirect_H);
+ g.indirect_NoL = max(1e-4, dot(normal, g.indirect_dir));
+ g.indirect_LoH = max(1e-4, dot(g.indirect_dir, g.indirect_H));
+
+ return g;
+}
+#endif
+#endif // __GLITTER_INC