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-rwxr-xr-xpbr.cginc157
1 files changed, 5 insertions, 152 deletions
diff --git a/pbr.cginc b/pbr.cginc
index 500eef0..ab92bad 100755
--- a/pbr.cginc
+++ b/pbr.cginc
@@ -3,162 +3,13 @@
#include "data.cginc"
#include "decal.cginc"
+#include "burley.cginc"
#include "filamented.cginc"
#include "instancing.cginc"
#include "interpolators.cginc"
#include "letter_grid.cginc"
#include "texture_utils.cginc"
-#if defined(_BURLEY_TILING)
-float2 burley_tri_to_cart(float2 tri_coord) {
- return float2(
- tri_coord.x + tri_coord.y * 0.5f,
- tri_coord.y * SQRT_3_OVER_2);
-}
-
-float3 burley_apply_blend_gamma(float3 weights, float gamma) {
- weights = pow(weights, gamma);
- return weights / (weights.x + weights.y + weights.z);
-}
-
-// Equation 4 (first half).
-float3 burley_soft_clipping_lower_half(float3 x_hat, float w_hat) {
- float linear_start = 0.25f * (2.0f - w_hat);
- float3 linear_value = (x_hat - 0.5f) / w_hat + 0.5f;
- float3 linear_mask = step(float3(linear_start, linear_start, linear_start), x_hat);
-
- if (w_hat >= TWO_OVER_THREE) {
- float3 t = x_hat / (2.0f - w_hat);
- float3 quadratic = 8.0f * (1.0f / w_hat - 1.0f) * t * t + (3.0f - 2.0f / w_hat) * t;
- return lerp(quadratic, linear_value, linear_mask);
- }
-
- float quadratic_start = 0.25f * (2.0f - 3.0f * w_hat);
- float3 d = (x_hat - quadratic_start) / w_hat;
- float3 quadratic = d * d;
- float3 quadratic_mask = step(float3(quadratic_start, quadratic_start, quadratic_start), x_hat);
- float3 result = quadratic * quadratic_mask;
- return lerp(result, linear_value, linear_mask);
-}
-
-// Equation 4.
-float3 burley_soft_clipping_contrast(float3 x_hat, float w_hat) {
- float3 upper_mask = step(0.5f, x_hat);
- float3 lower_x = min(x_hat, 1.0f - x_hat);
- float3 lower_y = burley_soft_clipping_lower_half(lower_x, w_hat);
- return lerp(lower_y, 1.0f - lower_y, upper_mask);
-}
-
-float3 burley_apply_soft_clipping(float3 gaussian_color, float3 weights) {
- float w_hat = sqrt(dot(weights, weights));
- return burley_soft_clipping_contrast(gaussian_color, w_hat);
-}
-
-float3 burley_degaussianize(texture2D lut, float3 gaussian_color, bool decode_srgb = true) {
- float2 uv_r = float2(gaussian_color.r, 0.5f);
- float2 uv_g = float2(gaussian_color.g, 0.5f);
- float2 uv_b = float2(gaussian_color.b, 0.5f);
- float lut_r = lut.Sample(linear_clamp_s, uv_r).r;
- float lut_g = lut.Sample(linear_clamp_s, uv_g).g;
- float lut_b = lut.Sample(linear_clamp_s, uv_b).b;
- float3 restored = float3(lut_r, lut_g, lut_b);
- return decode_srgb ? srgb_to_linear(restored) : restored;
-}
-
-struct BurleyPatchTransform {
- float2 uv;
- float2 dx;
- float2 dy;
- float2x2 uv_to_patch;
-};
-
-BurleyPatchTransform burley_make_patch_transform(float2 uv, float2 uv_dx, float2 uv_dy,
- float2 tri_vertex, float input_scale) {
- float3 cube_id = float3(tri_vertex.x, tri_vertex.y, -tri_vertex.x - tri_vertex.y);
- float3 tile_rand3 = hash33_fast(cube_id);
- float2 vertex_uv = burley_tri_to_cart(tri_vertex);
- // Map the unit-radius hex support to the unit square so arbitrary rotation
- // stays within bounds.
- float2 local_uv = (uv - vertex_uv) * 0.5f;
- // Apply input scaling.
- local_uv *= input_scale;
- float2 sample_dx = uv_dx * (0.5f * input_scale);
- float2 sample_dy = uv_dy * (0.5f * input_scale);
- // Rotate.
- float theta = hash31_ff(tile_rand3) * TAU;
- float2x2 rot = float2x2(cos(theta), -sin(theta), sin(theta), cos(theta));
- local_uv = mul(rot, local_uv);
- sample_dx = mul(rot, sample_dx);
- sample_dy = mul(rot, sample_dy);
- // Apply randomized offset, staying within bounds.
- // The scaled-and-rotated footprint is bounded by [-Input_Scale / 2, Input_Scale / 2],
- // so we can offset by [(1 - Input_Scale) / 2].
- float2 random_offset = (tile_rand3.yz * 2.0f - 1.0f) * (0.5f * (1.0f - input_scale));
- local_uv += random_offset;
- // Finally, remap onto [0, 1].
- local_uv += 0.5f;
-
- BurleyPatchTransform patch;
- patch.uv = local_uv;
- patch.dx = sample_dx;
- patch.dy = sample_dy;
- patch.uv_to_patch = rot * (0.5f * input_scale);
- return patch;
-}
-
-float4 burley_sample_patch(texture2D tex, BurleyPatchTransform patch) {
- return tex.SampleGrad(
- aniso4_trilinear_repeat_s, patch.uv, patch.dx, patch.dy);
-}
-
-struct BurleyTilingContext {
- BurleyPatchTransform patch_0;
- BurleyPatchTransform patch_1;
- BurleyPatchTransform patch_2;
- float3 weights;
- float2 base_uv;
- float uv_scale;
-};
-
-static BurleyTilingContext _burley_ctx;
-
-void burley_tiling_setup(float2 base_uv) {
- _burley_ctx.base_uv = base_uv;
- float2 uv = base_uv - 0.5;
- // Scale so that any rotation remains within [0, 1] bounds.
- uv *= TWO_OVER_SQRT_3;
- uv /= _Burley_Tiling_Output_Scale;
- _burley_ctx.uv_scale = TWO_OVER_SQRT_3 / _Burley_Tiling_Output_Scale;
- float3 hex_coord = cart_to_hex(uv);
- float2 tri_coord = hex_coord.yz;
- float2 tri_cell = floor(tri_coord);
- float2 tri_frac = tri_coord - tri_cell;
- float2 vertex_0;
- float2 vertex_1;
- float2 vertex_2;
- float3 baryc;
- if (tri_frac.x + tri_frac.y < 1.0f) {
- vertex_0 = tri_cell;
- vertex_1 = tri_cell + float2(1.0f, 0.0f);
- vertex_2 = tri_cell + float2(0.0f, 1.0f);
- baryc = float3(1.0f - (tri_frac.x + tri_frac.y), tri_frac.x, tri_frac.y);
- } else {
- vertex_0 = tri_cell + 1.0f;
- vertex_1 = tri_cell + float2(0.0f, 1.0f);
- vertex_2 = tri_cell + float2(1.0f, 0.0f);
- baryc = float3(tri_frac.x + tri_frac.y - 1.0f, 1.0f - tri_frac.x, 1.0f - tri_frac.y);
- }
-
- float input_scale = _Burley_Tiling_Input_Scale;
- _burley_ctx.weights = burley_apply_blend_gamma(baryc, _Burley_Tiling_Blend_Gamma);
- float2 uv_dx = ddx(uv);
- float2 uv_dy = ddy(uv);
- _burley_ctx.patch_0 = burley_make_patch_transform(uv, uv_dx, uv_dy, vertex_0, input_scale);
- _burley_ctx.patch_1 = burley_make_patch_transform(uv, uv_dx, uv_dy, vertex_1, input_scale);
- _burley_ctx.patch_2 = burley_make_patch_transform(uv, uv_dx, uv_dy, vertex_2, input_scale);
-}
-#endif // _BURLEY_TILING
-
#if defined(_PARALLAX_HEIGHTMAP_TEXTURE) || defined(_BURLEY_TILING_HEIGHTMAP)
float heightmap_sample(float2 uv) {
#if defined(_BURLEY_TILING_HEIGHTMAP)
@@ -173,8 +24,10 @@ float heightmap_sample(float2 uv) {
_burley_ctx.patch_2.uv + mul(_burley_ctx.patch_2.uv_to_patch, delta),
_burley_ctx.patch_2.dx, _burley_ctx.patch_2.dy);
float4 blend = s0 * _burley_ctx.weights.x + s1 * _burley_ctx.weights.y + s2 * _burley_ctx.weights.z;
- return burley_degaussianize(_Burley_Tiling_Heightmap_LUT,
- burley_apply_soft_clipping(blend.rgb, _burley_ctx.weights), false).r;
+ return burley_degaussianize(
+ _Burley_Tiling_Heightmap_LUT,
+ burley_apply_soft_clipping(blend.rgb, _burley_ctx.weights),
+ false).r;
#elif defined(_PARALLAX_HEIGHTMAP_TEXTURE)
return _Parallax_Heightmap.Sample(linear_repeat_s, uv * _Parallax_Heightmap_ST.xy + _Parallax_Heightmap_ST.zw).r;
#endif