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- Lib Alpha - Shader API
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- Lib PBR - Shader API
- Lib PBR Aniso - Shader API
- Lib Pom - Shader API
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Lib PBR - Shader API
lib-pbr.glsl
Public Functions: normal_distrib fresnel G1 visibility horizonFading pbrComputeDiffuse pbrComputeSpecular pbrComputeBRDF
Number of miplevels in the envmap.
//: param auto environment_max_lod uniform float maxLod;
An int representing the number of samples made for specular contribution computation. The more the higher quality and the performance impact.
//: param custom {
//: "default": 16,
//: "label": "Quality",
//: "widget": "combobox",
//: "values": {
//: "Very low (4 spp)": 4,
//: "Low (16 spp)": 16,
//: "Medium (32 spp)": 32,
//: "High (64 spp)": 64,
//: "Very high (128 spp)": 128,
//: "Ultra (256 spp)": 256
//: },
//: "group": "Common Parameters"
//: }
uniform int nbSamples;
Value used to control specular reflection leaking through the surface.
//: param custom {
//: "default": 1.3,
//: "label": "Horizon Fading",
//: "min": 0.0,
//: "max": 2.0,
//: "group": "Common Parameters"
//: }
uniform float horizonFade;
Import from library, other parameters
import lib-env.glsl import lib-emissive.glsl import lib-random.glsl import lib-vectors.glsl
BRDF related functions
const float EPSILON_COEF = 1e-4;
float normal_distrib(
float ndh,
float Roughness)
{
// use GGX / Trowbridge-Reitz, same as Disney and Unreal 4
// cf http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf p3
float alpha = Roughness * Roughness;
float tmp = alpha / max(1e-8,(ndh*ndh*(alpha*alpha-1.0)+1.0));
return tmp * tmp * M_INV_PI;
}
vec3 fresnel(
float vdh,
vec3 F0)
{
// Schlick with Spherical Gaussian approximation
// cf http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf p3
float sphg = exp2((-5.55473*vdh - 6.98316) * vdh);
return F0 + (vec3(1.0) - F0) * sphg;
}
float G1(
float ndw, // w is either Ln or Vn
float k)
{
// One generic factor of the geometry function divided by ndw
// NB : We should have k > 0
return 1.0 / ( ndw*(1.0-k) + k );
}
float visibility(
float ndl,
float ndv,
float Roughness)
{
// Schlick with Smith-like choice of k
// cf http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf p3
// visibility is a Cook-Torrance geometry function divided by (n.l)*(n.v)
float k = max(Roughness * Roughness * 0.5, 1e-5);
return G1(ndl,k)*G1(ndv,k);
}
vec3 cook_torrance_contrib(
float vdh,
float ndh,
float ndl,
float ndv,
vec3 Ks,
float Roughness)
{
// This is the contribution when using importance sampling with the GGX based
// sample distribution. This means ct_contrib = ct_brdf / ggx_probability
return fresnel(vdh,Ks) * (visibility(ndl,ndv,Roughness) * vdh * ndl / ndh );
}
vec3 importanceSampleGGX(vec2 Xi, vec3 T, vec3 B, vec3 N, float roughness)
{
float a = roughness*roughness;
float cosT = sqrt((1.0-Xi.y)/(1.0+(a*a-1.0)*Xi.y));
float sinT = sqrt(1.0-cosT*cosT);
float phi = 2.0*M_PI*Xi.x;
return
T * (sinT*cos(phi)) +
B * (sinT*sin(phi)) +
N * cosT;
}
float probabilityGGX(float ndh, float vdh, float Roughness)
{
return normal_distrib(ndh, Roughness) * ndh / (4.0*vdh);
}
float distortion(vec3 Wn)
{
// Computes the inverse of the solid angle of the (differential) pixel in
// the cube map pointed at by Wn
float sinT = sqrt(1.0-Wn.y*Wn.y);
return sinT;
}
float computeLOD(vec3 Ln, float p)
{
return max(0.0, (maxLod-1.5) - 0.5 * log2(float(nbSamples) * p * distortion(Ln)));
}
Horizon fading trick from https://marmosetco.tumblr.com/post/81245981087
float horizonFading(float ndl, float horizonFade)
{
float horiz = clamp(1.0 + horizonFade * ndl, 0.0, 1.0);
return horiz * horiz;
}
Compute the lambertian diffuse radiance to the viewer's eye
vec3 pbrComputeDiffuse(vec3 normal, vec3 diffColor)
{
return envIrradiance(normal) * diffColor;
}
Compute the microfacets specular reflection to the viewer's eye
vec3 pbrComputeSpecular(LocalVectors vectors, vec3 specColor, float roughness)
{
vec3 radiance = vec3(0.0);
float ndv = dot(vectors.eye, vectors.normal);
for(int i=0; i<nbSamples; ++i)
{
vec2 Xi = fibonacci2D(i, nbSamples);
vec3 Hn = importanceSampleGGX(
Xi, vectors.tangent, vectors.bitangent, vectors.normal, roughness);
vec3 Ln = -reflect(vectors.eye,Hn);
float fade = horizonFading(dot(vectors.vertexNormal, Ln), horizonFade);
float ndl = dot(vectors.normal, Ln);
ndl = max( 1e-8, ndl );
float vdh = max(1e-8, dot(vectors.eye, Hn));
float ndh = max(1e-8, dot(vectors.normal, Hn));
float lodS = roughness < 0.01 ? 0.0 : computeLOD(Ln, probabilityGGX(ndh, vdh, roughness));
radiance += fade * envSampleLOD(Ln, lodS) *
cook_torrance_contrib(vdh, ndh, ndl, ndv, specColor, roughness);
}
// Remove occlusions on shiny reflections
radiance /= float(nbSamples);
return radiance;
}