// http://xlgames-inc.github.io/posts/improvedibl/ // http://blog.selfshadow.com/publications/s2013-shading-course/ vec3 f_schlick(const vec3 f0, const float vh) { return f0 + (1.0 - f0) * exp2((-5.55473 * vh - 6.98316) * vh); } float v_smithschlick(const float nl, const float nv, const float a) { return 1.0 / ((nl * (1.0 - a) + a) * (nv * (1.0 - a) + a)); } float d_ggx(const float nh, const float a) { float a2 = a * a; float denom = pow(nh * nh * (a2 - 1.0) + 1.0, 2.0); return a2 * (1.0 / 3.1415926535) / denom; } vec3 specularBRDF(const vec3 f0, const float roughness, const float nl, const float nh, const float nv, const float vh) { float a = roughness * roughness; return d_ggx(nh, a) * clamp(v_smithschlick(nl, nv, a), 0.0, 1.0) * f_schlick(f0, vh) / 4.0; } // John Hable - Optimizing GGX Shaders // http://filmicworlds.com/blog/optimizing-ggx-shaders-with-dotlh/ vec3 specularBRDFb(const vec3 f0, const float roughness, const float dotNL, const float dotNH, const float dotLH) { // D const float pi = 3.1415926535; float alpha = roughness * roughness; float alphaSqr = alpha * alpha; float denom = dotNH * dotNH * (alphaSqr - 1.0) + 1.0; float D = alphaSqr / (pi * denom * denom); // F const float F_a = 1.0; float F_b = pow(1.0 - dotLH, 5.0); // V float vis; float k = alpha / 2.0; float k2 = k * k; float invK2 = 1.0 - k2; vis = 1.0 / (dotLH * dotLH * invK2 + k2); vec2 FV_helper = vec2((F_a - F_b) * vis, F_b * vis); vec3 FV = f0 * FV_helper.x + FV_helper.y; vec3 specular = clamp(dotNL, 0.0, 1.0) * D * FV; return specular / 4.0; // TODO: get rid of / 4.0 } vec3 orenNayarDiffuseBRDF(const vec3 albedo, const float roughness, const float nv, const float nl, const float vh) { float a = roughness * roughness; float s = a; float s2 = s * s; float vl = 2.0 * vh * vh - 1.0; // Double angle identity float Cosri = vl - nv * nl; float C1 = 1.0 - 0.5 * s2 / (s2 + 0.33); float test = 1.0; if (Cosri >= 0.0) test = (1.0 / (max(nl, nv))); float C2 = 0.45 * s2 / (s2 + 0.09) * Cosri * test; return albedo * max(0.0, nl) * (C1 + C2) * (1.0 + roughness * 0.5); } vec3 lambertDiffuseBRDF(const vec3 albedo, const float nl) { return albedo * max(0.0, nl); } vec3 surfaceAlbedo(const vec3 baseColor, const float metalness) { return mix(baseColor, vec3(0.0), metalness); } vec3 surfaceF0(const vec3 baseColor, const float metalness) { return mix(vec3(0.04), baseColor, metalness); } float getMipFromRoughness(const float roughness, const float numMipmaps) { // First mipmap level = roughness 0, last = roughness = 1 return roughness * numMipmaps; } float wardSpecular(vec3 N, vec3 H, float dotNL, float dotNV, float dotNH, vec3 fiberDirection, float shinyParallel, float shinyPerpendicular) { if(dotNL < 0.0 || dotNV < 0.0) { return 0.0; } // fiberDirection - parse from rotation // shinyParallel - roughness // shinyPerpendicular - anisotropy vec3 fiberParallel = normalize(fiberDirection); vec3 fiberPerpendicular = normalize(cross(N, fiberDirection)); float dotXH = dot(fiberParallel, H); float dotYH = dot(fiberPerpendicular, H); const float PI = 3.1415926535; float coeff = sqrt(dotNL/dotNV) / (4.0 * PI * shinyParallel * shinyPerpendicular); float theta = (pow(dotXH/shinyParallel, 2.0) + pow(dotYH/shinyPerpendicular, 2.0)) / (1.0 + dotNH); return clamp(coeff * exp(-2.0 * theta), 0.0, 1.0); } // https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile // vec3 EnvBRDFApprox(vec3 SpecularColor, float Roughness, float NoV) { // const vec4 c0 = { -1, -0.0275, -0.572, 0.022 }; // const vec4 c1 = { 1, 0.0425, 1.04, -0.04 }; // vec4 r = Roughness * c0 + c1; // float a004 = min( r.x * r.x, exp2( -9.28 * NoV ) ) * r.x + r.y; // vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw; // return SpecularColor * AB.x + AB.y; // } // float EnvBRDFApproxNonmetal(float Roughness, float NoV) { // // Same as EnvBRDFApprox( 0.04, Roughness, NoV ) // const vec2 c0 = { -1, -0.0275 }; // const vec2 c1 = { 1, 0.0425 }; // vec2 r = Roughness * c0 + c1; // return min( r.x * r.x, exp2( -9.28 * NoV ) ) * r.x + r.y; // } float D_Approx(const float Roughness, const float RoL) { float a = Roughness * Roughness; float a2 = a * a; float rcp_a2 = 1.0 / a2;//rcp(a2); // 0.5 / ln(2), 0.275 / ln(2) float c = 0.72134752 * rcp_a2 + 0.39674113; return rcp_a2 * exp2( c * RoL - c ); }