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#ifndef __PBR_INC
#define __PBR_INC

#include "aperiodic_tiling.cginc"
#include "burley.cginc"
#include "custom31.cginc"
#include "data.cginc"
#include "decal.cginc"
#include "filamented.cginc"
#include "instancing.cginc"
#include "interpolators.cginc"
#include "letter_grid.cginc"
#include "texture_utils.cginc"
#include "triplanar.cginc"

#if defined(_PARALLAX_HEIGHTMAP_TEXTURE) || defined(_BURLEY_TILING_HEIGHTMAP)
float heightmap_sample(float2 uv) {
  #if defined(_BURLEY_TILING_HEIGHTMAP)
  float2 delta = (uv - _burley_ctx.base_uv) * _burley_ctx.uv_scale;
  float4 s0 = _Burley_Tiling_Heightmap.SampleGrad(aniso4_trilinear_repeat_s,
      _burley_ctx.patch_0.uv + mul(_burley_ctx.patch_0.uv_to_patch, delta),
      _burley_ctx.patch_0.dx, _burley_ctx.patch_0.dy);
  float4 s1 = _Burley_Tiling_Heightmap.SampleGrad(aniso4_trilinear_repeat_s,
      _burley_ctx.patch_1.uv + mul(_burley_ctx.patch_1.uv_to_patch, delta),
      _burley_ctx.patch_1.dx, _burley_ctx.patch_1.dy);
  float4 s2 = _Burley_Tiling_Heightmap.SampleGrad(aniso4_trilinear_repeat_s,
      _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;
  #elif defined(_PARALLAX_HEIGHTMAP_TEXTURE)
  return _Parallax_Heightmap.Sample(linear_repeat_s, uv * _Parallax_Heightmap_ST.xy + _Parallax_Heightmap_ST.zw).r;
  #endif
}
#endif  // _PARALLAX_HEIGHTMAP_TEXTURE || _BURLEY_TILING_HEIGHTMAP

#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);
  int step_count_i = (int)ceil(clamp(step_count, 2.0, max(base_steps, 2.0)));
  float inv_step_count = rcp((float)step_count_i);

  float2 delta_uv = uv_step * inv_step_count;
  float delta_layer = inv_step_count;

  float2 cur_uv = uv - uv_step * _Parallax_Heightmap_Bias;
  float2 prev_uv = cur_uv;
  float cur_layer = 0.0;
  float sampled_height = heightmap_sample(cur_uv);

  float prev_layer = cur_layer;

  [loop]
  for (int i = 0; i < step_count_i; i++) {
    if (cur_layer >= sampled_height) break;

    prev_layer = cur_layer;
    prev_uv = cur_uv;

    cur_uv += delta_uv;
    cur_layer += delta_layer;
    sampled_height = heightmap_sample(cur_uv);
  }

  // Short binary refine between last two samples to tighten the hit
  float2 low_uv = prev_uv;
  float low_layer = prev_layer;
  float2 high_uv = cur_uv;
  float high_layer = cur_layer;

  [unroll(2)]
  for (int j = 0; j < 2; j++) {
    float2 mid_uv = 0.5 * (low_uv + high_uv);
    float mid_layer = 0.5 * (low_layer + high_layer);
    float mid_height = heightmap_sample(mid_uv);
    if (mid_layer < mid_height) {
      low_uv = mid_uv;
      low_layer = mid_layer;
    } else {
      high_uv = mid_uv;
      high_layer = mid_layer;
    }
  }

  float2 refine_uv = 0.5 * (low_uv + high_uv);
  return refine_uv - uv;
#else
  float height = heightmap_sample(uv) - _Parallax_Heightmap_Bias;
  return uv_step * height;
#endif
}
#endif  // _PARALLAX_HEIGHTMAP

// Tokuyoshi and Kaplanyan 2019 "Improved Geometric Specular Antialiasing"
float normalFiltering(float3 geometric_normal, float perceptual_roughness) {
  float3 du = ddx(geometric_normal);
  float3 dv = ddy(geometric_normal);

  float variance = _Specular_AA_Variance * (dot(du, du) + dot(dv, dv));
  float roughness = perceptual_roughness * perceptual_roughness;
  float kernel_roughness = min(2.0f * variance, _Specular_AA_Threshold);
  float square_roughness = saturate(roughness * roughness + kernel_roughness);

  return saturate(sqrt(sqrt(square_roughness)));
}

void propagateSmoothness(inout Pbr pbr) {
  pbr.smoothness = 1.0f - normalFiltering(pbr.geometric_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_perceptual = clamp(pbr.cc_roughness_perceptual, MIN_PERCEPTUAL_ROUGHNESS, 1);
  pbr.cc_roughness_perceptual = normalFiltering(pbr.geometric_normal, pbr.cc_roughness_perceptual);
  pbr.cc_roughness = max(MIN_ROUGHNESS, pbr.cc_roughness_perceptual * pbr.cc_roughness_perceptual);
#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_procedural(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

  float mask = voronoi_edge_distance(uvw) + 0.5f;
  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
}

void apply_letter_grid(v2f i, inout Pbr pbr) {
#if defined(_LETTER_GRID)
  LetterGridOutput lg = LetterGrid(i);
  pbr.albedo.rgb = lerp(pbr.albedo.rgb, lg.albedo, lg.albedo.a);
  pbr.metallic = lerp(pbr.metallic, lg.metallic, lg.albedo.a);
  pbr.roughness = lerp(pbr.roughness, lg.roughness, lg.albedo.a);
#if defined(FORWARD_BASE_PASS)
  pbr.emission += lg.emission * lg.albedo.a;
#endif
#endif
}

void apply_burley_tiling(inout Pbr pbr, inout float3 normal_tangent) {
#if defined(_BURLEY_TILING)
  float3 weights = _burley_ctx.weights;

#if defined(_BURLEY_TILING_MAINTEX)
  float4 patch_0 = burley_sample_patch(_Burley_Tiling_Maintex, _burley_ctx.patch_0);
  float4 patch_1 = burley_sample_patch(_Burley_Tiling_Maintex, _burley_ctx.patch_1);
  float4 patch_2 = burley_sample_patch(_Burley_Tiling_Maintex, _burley_ctx.patch_2);
  float4 gaussian_blend = patch_0 * weights.x + patch_1 * weights.y + patch_2 * weights.z;
  pbr.albedo.xyz = burley_degaussianize(_Burley_Tiling_Maintex_LUT, burley_apply_soft_clipping(gaussian_blend.rgb, weights));
#endif  // _BURLEY_TILING_MAINTEX

#if defined(_BURLEY_TILING_SMOOTHNESS)
  float4 patch_0_smoothness = burley_sample_patch(_Burley_Tiling_Smoothness_Map, _burley_ctx.patch_0);
  float4 patch_1_smoothness = burley_sample_patch(_Burley_Tiling_Smoothness_Map, _burley_ctx.patch_1);
  float4 patch_2_smoothness = burley_sample_patch(_Burley_Tiling_Smoothness_Map, _burley_ctx.patch_2);
  float4 smoothness_blend = patch_0_smoothness * weights.x + patch_1_smoothness * weights.y + patch_2_smoothness * weights.z;
  pbr.smoothness = burley_degaussianize(_Burley_Tiling_Smoothness_Map_LUT, burley_apply_soft_clipping(smoothness_blend, weights)).r;
#if defined(_BURLEY_TILING_SMOOTHNESS_INVERT)
  pbr.smoothness = 1.0f - pbr.smoothness;
#endif  // _BURLEY_TILING_SMOOTHNESS_INVERT
#endif  // _BURLEY_TILING_SMOOTHNESS

#if defined(_BURLEY_TILING_NORMAL)
  // TODO whiteout blending?
  float4 patch_0_normal = burley_sample_patch(_Burley_Tiling_Normal_Map, _burley_ctx.patch_0);
  float4 patch_1_normal = burley_sample_patch(_Burley_Tiling_Normal_Map, _burley_ctx.patch_1);
  float4 patch_2_normal = burley_sample_patch(_Burley_Tiling_Normal_Map, _burley_ctx.patch_2);
  float4 normal_blend = patch_0_normal * weights.x + patch_1_normal * weights.y + patch_2_normal * weights.z;
  normal_tangent = burley_degaussianize(_Burley_Tiling_Normal_Map_LUT, burley_apply_soft_clipping(normal_blend.rgb, weights), false);
  normal_tangent.xy = normal_tangent.xy * 2 - 1;
  normal_tangent.xy *= _Burley_Tiling_Normal_Strength;
  normal_tangent = normalize(normal_tangent);
#endif  // _BURLEY_TILING_NORMAL
#endif  // _BURLEY_TILING
}

Pbr getPbr(v2f i) {
  Pbr pbr = (Pbr) 0;

  float3 n = i.normal;
  pbr.geometric_normal = n;
  float3 t = 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(_BURLEY_TILING)
  burley_tiling_setup(i.uv01.xy);
#endif

#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(_BURLEY_TILING)
  burley_tiling_setup(uv_parallax);
#endif

#if defined(_PARALLAX_HEIGHTMAP) || defined(_BURLEY_TILING_HEIGHTMAP)
  pbr.height = heightmap_sample(uv_parallax);
#endif

#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);
  apply_letter_grid(i, pbr);
  apply_burley_tiling(pbr, normal_tangent);
  apply_triplanar_layers(i.worldPos, i.normal, pbr, normal_tangent);
  apply_custom31_world(i, pbr, normal_tangent);
  apply_aperiodic_tiling(i.uv01.xy, pbr.albedo.xyz, normal_tangent);

  applyDecals(i, pbr, normal_tangent);

  pbr.normal = normalize(mul(normal_tangent, pbr.tbn));

#if defined(_DEBUG_VIEW_TANGENT_SPACE_NORMALS)
  pbr.tangent_normal = normal_tangent;
#endif

#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