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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;

  float3 offset = 0;
#if defined(_MARBLE_TIME)
  offset += _Time[0] * _Marble_Speed * _Marble_Direction;
#endif
#if defined(_MARBLE_OFFSET)
  offset += _Marble_Offset;
#endif

  uvw += offset;

  float3 noise = domain_warp_3d_tex(_Marble_Noise, uvw, _Marble_Strength,
      _Marble_Octaves, _Marble_Lacunarity, _Marble_Gain);

  noise = _Marble_Post_Ramp.Sample(linear_clamp_s, float2(noise.x, 0));

  albedo = noise;
#endif
}

void apply_kintsugi(float3 world_pos, inout float3 albedo, inout float smoothness, inout float metallic) {
#if defined(_KINTSUGI)
  float3 uvw = world_pos * _Kintsugi_Scale;

#if defined(_KINTSUGI_DOMAIN_WARPING)
  float3 warp = domain_warp_procedural(
      world_pos * _Kintsugi_Domain_Warping_Scale,
      _Kintsugi_Domain_Warping_Strength, _Kintsugi_Domain_Warping_Octaves,
      _Kintsugi_Domain_Warping_Lacunarity, _Kintsugi_Domain_Warping_Gain);
  uvw += warp;
#endif

#if defined(_KINTSUGI_PROCEDURAL)
  float mask = voronoi_edge_distance(uvw) + 0.5f;
#else
  float mask = _Kintsugi_Noise.Sample(aniso4_trilinear_repeat_s, uvw);
#endif

  float width = max(fwidth(mask) * 0.5f, _Kintsugi_Width);
  float threshold = _Kintsugi_Threshold;
  mask = smoothstep(threshold - width, threshold + width, mask);

#if defined(_KINTSUGI_NOISE_INVERT)
  mask = 1.0f - mask;
#endif  // _KINTSUGI_NOISE_INVERT

  albedo = lerp(albedo, _Kintsugi_Color, mask);
  smoothness = lerp(smoothness, _Kintsugi_Smoothness, mask);
  metallic = lerp(metallic, _Kintsugi_Metallic, mask);
#endif  // _KINTSUGI
}

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

  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;

  apply_marble(i.worldPos, pbr.albedo.xyz);
  apply_kintsugi(i.worldPos, pbr.albedo.xyz, pbr.smoothness, pbr.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;
#if defined(_CLEARCOAT_NORMALS)
  float3 cc_normal_ts = UnpackNormal(_Clearcoat_Normals.Sample(
        aniso4_trilinear_repeat_s, uv_parallax * _Clearcoat_Normals_ST.xy +
        _Clearcoat_Normals_ST.zw));
  cc_normal_ts.xy *= _Clearcoat_Normals_Strength;
  pbr.cc_normal = normalize(mul(cc_normal_ts, pbr.tbn));
#else
  pbr.cc_normal = i.normal;
#endif  // _CLEARCOAT_NORMALS
#endif  // _CLEARCOAT
  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