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diff --git a/filamented.cginc b/filamented.cginc new file mode 100644 index 0000000..0e27bbc --- /dev/null +++ b/filamented.cginc @@ -0,0 +1,355 @@ +#ifndef __FILAMENTED_INC +#define __FILAMENTED_INC + +#include "globals.cginc" +#include "math.cginc" + +/* + + 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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We also recommend that a + file or class name and description of purpose be included on the + same "printed page" as the copyright notice for easier + identification within third-party archives. + + Copyright [yyyy] [name of copyright owner] + + Licensed under the Apache License, Version 2.0 (the "License"); + you may not use this file except in compliance with the License. + You may obtain a copy of the License at + + http://www.apache.org/licenses/LICENSE-2.0 + + Unless required by applicable law or agreed to in writing, software + distributed under the License is distributed on an "AS IS" BASIS, + WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + See the License for the specific language governing permissions and + limitations under the License. + +*/ + +#include "UnityCG.cginc" +#include "UnityImageBasedLightingMinimal.cginc" + +#define MIN_PERCEPTUAL_ROUGHNESS 0.045f +#define MIN_ROUGHNESS 0.002025f + +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 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 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 = _Specular_AA_Variance * (dot(du, du) + dot(dv, dv)); + + float roughness = perceptualRoughnessToRoughness(perceptualRoughness); + float kernelRoughness = min(2.0 * variance, _Specular_AA_Threshold); + float squareRoughness = saturate(roughness * roughness + kernelRoughness); + + return roughnessToPerceptualRoughness(sqrt(squareRoughness)); +} + +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); +} + +UnityGIInput InitialiseUnityGIInput(float3 worldPos, float3 view_dir) +{ + UnityGIInput d; + d.worldPos = worldPos; + d.worldViewDir = view_dir; + d.probeHDR[0] = unity_SpecCube0_HDR; + d.probeHDR[1] = unity_SpecCube1_HDR; + #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) + d.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending + #endif + #ifdef UNITY_SPECCUBE_BOX_PROJECTION + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.boxMin[1] = unity_SpecCube1_BoxMin; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + #endif + return d; +} + +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 probe1), 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 + + 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 + #endif + + return specular; +} + +#endif // __FILAMENTED_INC |
