summaryrefslogtreecommitdiffstats
path: root/pbr.cginc
blob: 5e19089a9b5b8941ee22ff2c402755d155d06cfc (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
#ifndef __PBR_INC
#define __PBR_INC

#include "filamented.cginc"
#include "globals.cginc"
#include "instancing.cginc"
#include "interpolators.cginc"
#include "texture_utils.cginc"
#include "impostor.cginc"

struct Pbr {
  float4 albedo;
  float3 normal;
  float3x3 tbn;
  float smoothness;
  float roughness_perceptual;
  float roughness;
  float metallic;
#if defined(_AMBIENT_OCCLUSION)
  float ao;
#endif
#if defined(_BENT_NORMALS)
  float3 bent_normal;
#endif
#if defined(_CLEARCOAT)
  float cc_roughness;
  float cc_strength;
#endif
#if defined(_IMPOSTORS_DEPTH)
  float3 objPos;
  float debug;  // TODO rm
#endif
};

// From filament: min roughness s.t. MIN_PERCEPTUAL_ROUGHNESS^4 > 0 in target
// precision. We use fp32. The smallest non-subnormal is 2^(-126). The 4th
// root of that is ~3.29 * 10^-10.
#define MIN_PERCEPTUAL_ROUGHNESS (3.3E-10)
#define MIN_ROUGHNESS            (1.09E-19)

#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(_IMPOSTORS)
  ImpostorResult imp = impostor_frag(i.worldPos);
  pbr.albedo = imp.albedo * _Color;
  pbr.normal = imp.normal;
  pbr.smoothness = imp.smoothness;
  pbr.metallic = imp.metallic;
#if defined(_IMPOSTORS_DEPTH)
  pbr.objPos = imp.objPos;
#endif
#else
  pbr.albedo = _MainTex.Sample(aniso4_trilinear_repeat_s, uv_parallax * _MainTex_ST.xy + _MainTex_ST.zw);
  pbr.albedo *= _Color;
  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

  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));
  bent_ts.xy *= _Bent_Normals_Strength;
  pbr.bent_normal = normalize(mul(bent_ts, pbr.tbn));
#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;
#endif  // _IMPOSTORS

#if defined(_CLEARCOAT)
  pbr.cc_roughness = _Clearcoat_Roughness;
  pbr.cc_strength = _Clearcoat_Strength;
#endif
  propagateSmoothness(pbr);

#if defined(_AMBIENT_OCCLUSION)
  pbr.ao = saturate(lerp(1.0, _OcclusionMap.Sample(bilinear_repeat_s, i.uv01.xy).r, _OcclusionStrength));
#endif

  return pbr;
}

#endif  // __PBR_INC