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69 lines
3.3 KiB
69 lines
3.3 KiB
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/PreIntegratedFGD/PreIntegratedFGD.cs.hlsl"
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TEXTURE2D(_PreIntegratedFGD_GGXDisneyDiffuse);
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// This F90 term can be used as a way to suppress completely specular when using the specular workflow.
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float ComputeF90(real3 F0)
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{
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#if HAS_REFRACTION
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// With refraction fresnel0 is computed from IOR hence it might reach below 2%, but in that case is not necessarily to kill specular, hence we use a neutral F90
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return 1.0;
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#else
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// This F90 term can be used as a way to suppress completely specular when using the specular workflow.
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return (_SpecularFade == 1) ? saturate(50.0 * dot(F0, 0.333)) : 1.0;
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#endif
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}
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// For image based lighting, a part of the BSDF is pre-integrated.
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// This is done both for specular GGX height-correlated and DisneyDiffuse
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// reflectivity is Integral{(BSDF_GGX / F) - use for multiscattering
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void GetPreIntegratedFGDGGXAndDisneyDiffuse(float NdotV, float perceptualRoughness, float3 fresnel0, float F90, out float3 specularFGD, out float diffuseFGD, out float reflectivity)
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{
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// We want the LUT to contain the entire [0, 1] range, without losing half a texel at each side.
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float2 coordLUT = Remap01ToHalfTexelCoord(float2(sqrt(NdotV), perceptualRoughness), FGDTEXTURE_RESOLUTION);
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float3 preFGD = SAMPLE_TEXTURE2D_LOD(_PreIntegratedFGD_GGXDisneyDiffuse, s_linear_clamp_sampler, coordLUT, 0).xyz;
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// Pre-integrate GGX FGD
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// Integral{BSDF * <N,L> dw} =
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// Integral{(F0 + (F90 - F0) * (1 - <V,H>)^5) * (BSDF / F) * <N,L> dw} =
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// (F90 - F0) * Integral{(1 - <V,H>)^5 * (BSDF / F) * <N,L> dw} + F0 * Integral{(BSDF / F) * <N,L> dw}=
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// (F90 - F0) * x + F0 * y
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specularFGD = (F90 - fresnel0) * preFGD.xxx + fresnel0 * preFGD.yyy;
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// Pre integrate DisneyDiffuse FGD:
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// z = DisneyDiffuse
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// Remap from the [0, 1] to the [0.5, 1.5] range.
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diffuseFGD = preFGD.z + 0.5;
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reflectivity = preFGD.y;
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}
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// For image based lighting, a part of the BSDF is pre-integrated.
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// This is done both for specular GGX height-correlated and DisneyDiffuse
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// reflectivity is Integral{(BSDF_GGX / F) - use for multiscattering
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void GetPreIntegratedFGDGGXAndDisneyDiffuse(float NdotV, float perceptualRoughness, float3 fresnel0, out float3 specularFGD, out float diffuseFGD, out float reflectivity)
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{
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GetPreIntegratedFGDGGXAndDisneyDiffuse(NdotV, perceptualRoughness, fresnel0, 1.0f, specularFGD, diffuseFGD, reflectivity);
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}
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void GetPreIntegratedFGDGGXAndLambert(float NdotV, float perceptualRoughness, float3 fresnel0, out float3 specularFGD, out float diffuseFGD, out float reflectivity)
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{
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GetPreIntegratedFGDGGXAndDisneyDiffuse(NdotV, perceptualRoughness, fresnel0, specularFGD, diffuseFGD, reflectivity);
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diffuseFGD = 1.0;
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}
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TEXTURE2D(_PreIntegratedFGD_CharlieAndFabric);
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void GetPreIntegratedFGDCharlieAndFabricLambert(float NdotV, float perceptualRoughness, float3 fresnel0, out float3 specularFGD, out float diffuseFGD, out float reflectivity)
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{
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// Read the texture
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float3 preFGD = SAMPLE_TEXTURE2D_LOD(_PreIntegratedFGD_CharlieAndFabric, s_linear_clamp_sampler, float2(NdotV, perceptualRoughness), 0).xyz;
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specularFGD = lerp(preFGD.xxx, preFGD.yyy, fresnel0) * 2.0f * PI;
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// z = FabricLambert
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diffuseFGD = preFGD.z;
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reflectivity = preFGD.y;
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}
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