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#ifndef __PBR_INC
#define __PBR_INC
#include "filamented.cginc"
#include "data.cginc"
#include "decal.cginc"
#include "instancing.cginc"
#include "interpolators.cginc"
#include "texture_utils.cginc"
#if defined(_PARALLAX_HEIGHTMAP)
float2 parallax_offset(float2 uv, float3 view_dir_world, float3x3 tbn) {
float3 view_dir_tangent = mul(tbn, view_dir_world);
float view_z = max(view_dir_tangent.z, 1e-3f);
float2 uv_step = view_dir_tangent.xy / view_z * _Parallax_Heightmap_Scale;
#if defined(_PARALLAX_HEIGHTMAP_RAY_MARCHING)
// Adapt steps by angle to keep cost down while preserving glancing detail.
float angle = saturate(view_z);
float base_steps = _Parallax_Heightmap_Ray_Marching_Steps;
float step_count = lerp(base_steps * 1.5, base_steps * 0.75, angle);
step_count = clamp(step_count, 2.0, max(base_steps, 2.0));
float2 delta_uv = uv_step / step_count;
float delta_depth = 1.0 / step_count;
float2 cur_uv = uv;
float2 prev_uv = uv;
float cur_depth = 0.0;
float cur_height = 1.0 - _Parallax_Heightmap.Sample(linear_repeat_s,
cur_uv * _Parallax_Heightmap_ST.xy + _Parallax_Heightmap_ST.zw).r;
cur_height = (cur_height - (1.0 - _Parallax_Heightmap_Bias));
// If starting inside geometry, march backwards
bool inside = cur_depth < cur_height;
if (!inside) {
delta_uv = -delta_uv;
delta_depth = -delta_depth;
}
float prev_depth = cur_depth;
float prev_height = cur_height;
[loop]
for (int i = 0; i < (int)step_count; i++) {
bool was_inside = cur_depth < cur_height;
if (was_inside != inside) break;
prev_depth = cur_depth;
prev_height = cur_height;
prev_uv = cur_uv;
cur_uv += delta_uv;
cur_depth += delta_depth;
cur_height = 1.0 - _Parallax_Heightmap.Sample(linear_repeat_s,
cur_uv * _Parallax_Heightmap_ST.xy + _Parallax_Heightmap_ST.zw).r;
cur_height = (cur_height - (1.0 - _Parallax_Heightmap_Bias));
}
// Short binary refine between last two samples to tighten the hit
float before = prev_height - prev_depth;
float2 low_uv = prev_uv;
float low_depth = prev_depth;
float low_sign = before;
float2 high_uv = cur_uv;
float high_depth = cur_depth;
[unroll(2)]
for (int j = 0; j < 2; j++) {
float mid_height = 1.0 - _Parallax_Heightmap.Sample(linear_repeat_s,
0.5 * (low_uv + high_uv) * _Parallax_Heightmap_ST.xy + _Parallax_Heightmap_ST.zw).r;
mid_height = (mid_height - (1.0 - _Parallax_Heightmap_Bias));
float mid_depth = 0.5 * (low_depth + high_depth);
float mid_sign = mid_height - mid_depth;
if (mid_sign == 0.0 || sign(mid_sign) == sign(low_sign)) {
low_uv = 0.5 * (low_uv + high_uv);
low_depth = mid_depth;
low_sign = mid_sign;
} else {
high_uv = 0.5 * (low_uv + high_uv);
high_depth = mid_depth;
}
}
float2 refine_uv = 0.5 * (low_uv + high_uv);
return refine_uv - uv;
#else
float2 heightmap_uv = uv * _Parallax_Heightmap_ST.xy + _Parallax_Heightmap_ST.zw;
float height = _Parallax_Heightmap.Sample(linear_repeat_s, heightmap_uv).r;
height = saturate(height - _Parallax_Heightmap_Bias);
return uv_step * height;
#endif
}
#endif // _PARALLAX_HEIGHTMAP
// 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 saturate(sqrt(roughness));
}
void propagateSmoothness(inout Pbr pbr) {
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
}
void apply_marble(float3 world_pos, inout float3 albedo) {
#if defined(_MARBLE)
float3 uvw = world_pos * _Marble_Scale;
float noise_r = sin_noise_3d_fbm(uvw + _Time[0], _Marble_Octaves, 2.0f, _Marble_Strength);
float noise_g = sin_noise_3d_fbm(uvw+3.1 + _Time[0], _Marble_Octaves, 2.0f, _Marble_Strength);
float noise_b = sin_noise_3d_fbm(uvw+3.7 + _Time[0], _Marble_Octaves, 2.0f, _Marble_Strength);
float3 r = _Marble_U_Ramp.Sample(linear_repeat_s, float2(noise_r, 0));
float3 g = _Marble_V_Ramp.Sample(linear_repeat_s, float2(noise_g, 0));
float3 b = _Marble_W_Ramp.Sample(linear_repeat_s, float2(noise_b, 0));
albedo = r + g + b;
#endif
}
Pbr getPbr(v2f i) {
Pbr pbr = (Pbr) 0;
float3 n = normalize(i.normal);
float3 t = normalize(i.tangent.xyz);
t = normalize(t - n * dot(n, t)); // Gram-Schmidt to avoid skew
float3 b = normalize(cross(n, t)) * i.tangent.w;
pbr.tbn = float3x3(t, b, n);
#if defined(_UV_SCROLL)
i.uv01.xy += getTime() * _UV_Scroll_Speed;
#endif // _UV_SCROLL
#if defined(_PARALLAX_HEIGHTMAP)
float2 uv_parallax = i.uv01.xy + parallax_offset(i.uv01.xy, normalize(i.eyeVec.xyz), pbr.tbn);
#else
float2 uv_parallax = i.uv01.xy;
#endif // _PARALLAX_HEIGHTMAP
#if defined(OUTLINES_PASS) && defined(_OUTLINES)
pbr.albedo = _Outlines_Color;
#else
pbr.albedo = _MainTex.Sample(aniso4_trilinear_repeat_s, uv_parallax * _MainTex_ST.xy + _MainTex_ST.zw);
pbr.albedo *= _Color;
#endif
apply_marble(i.worldPos, pbr.albedo.xyz);
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(aniso4_trilinear_repeat_s, detail_uv * _DetailNormalMap_ST.xy));
detail_normal.xy *= _DetailNormalMapScale;
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
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;
applyDecals(i, pbr, normal_tangent);
pbr.normal = normalize(mul(normal_tangent, pbr.tbn));
#if defined(_BENT_NORMALS)
float3 bent_ts = UnpackNormal(_Bent_Normals_Map.Sample(
aniso4_trilinear_repeat_s, uv_parallax * _Bent_Normals_Map_ST.xy +
_Bent_Normals_Map_ST.zw));
pbr.bent_normal = normalize(mul(bent_ts, pbr.tbn));
#endif
#if defined(_CLEARCOAT)
pbr.cc_roughness = _Clearcoat_Roughness;
pbr.cc_roughness_perceptual = sqrt(pbr.cc_roughness);
pbr.cc_strength = _Clearcoat_Strength;
#endif
propagateSmoothness(pbr);
#if defined(_EMISSIONS) && defined(FORWARD_BASE_PASS)
float3 emission_tint = _EmissionColor;
float3 emission_color = _EmissionMap.Sample(trilinear_repeat_s,
i.uv01.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw);
float emission_mask = _EmissionMask.Sample(trilinear_repeat_s,
i.uv01.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw).r;
pbr.emission = emission_tint * emission_color * emission_mask;
#endif
return pbr;
}
#endif // __PBR_INC
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