diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-06-29 02:22:23 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-06-29 02:47:59 +0300 |
commit | e14fd191054c699722195c7e2b7c635bf837f411 (patch) | |
tree | a43bc712c78b960414b6ec7d162647560100234c | |
parent | 8d57f4e3c6f1fd2a0281f309110a0f12362d3afd (diff) |
Eevee: Add Initial support for Principle BRDF.
Lots of things not working yet but it's comming.
3 files changed, 183 insertions, 8 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl index 38ce8680bab..127a5167d0c 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl @@ -139,7 +139,7 @@ vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao) } /* World Diffuse */ - if (diff_accum.a < 1.0 && grid_count > 0) { + if (diff_accum.a < 0.999 && grid_count > 0) { vec3 diff = probe_evaluate_world_diff(bent_normal); accumulate_light(diff, 1.0, diff_accum); } @@ -148,3 +148,155 @@ vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao) return out_light; } + +/* ----------- CLEAR COAT ----------- */ + +vec3 eevee_surface_clearcoat_lit( + vec3 N, vec3 albedo, vec3 f0, float roughness, + vec3 C_N, float C_intensity, float C_roughness, /* Clearcoat params */ + float ao) +{ + roughness = clamp(roughness, 1e-8, 0.9999); + float roughnessSquared = roughness * roughness; + C_roughness = clamp(C_roughness, 1e-8, 0.9999); + float C_roughnessSquared = C_roughness * C_roughness; + + vec3 V = cameraVec; + N = normalize(N); + C_N = normalize(C_N); + + vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0)); + + /* ---------------- SCENE LAMPS LIGHTING ----------------- */ + +#ifdef HAIR_SHADER + vec3 norm_view = cross(V, N); + norm_view = normalize(cross(norm_view, N)); /* Normal facing view */ +#endif + + vec3 diff = vec3(0.0); + vec3 spec = vec3(0.0); + for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) { + LightData ld = lights_data[i]; + + vec4 l_vector; /* Non-Normalized Light Vector with length in last component. */ + l_vector.xyz = ld.l_position - worldPosition; + l_vector.w = length(l_vector.xyz); + + vec3 l_color_vis = ld.l_color * light_visibility(ld, worldPosition, l_vector); + +#ifdef HAIR_SHADER + vec3 norm_lamp, view_vec; + float occlu_trans, occlu; + light_hair_common(ld, N, V, l_vector, norm_view, occlu_trans, occlu, norm_lamp, view_vec); + + diff += l_color_vis * light_diffuse(ld, -norm_lamp, V, l_vector) * occlu_trans; + spec += l_color_vis * light_specular(ld, N, view_vec, l_vector, roughnessSquared, f0) * occlu; + spec += l_color_vis * light_specular(ld, C_N, view_vec, l_vector, C_roughnessSquared, f0) * C_intensity * occlu; +#else + diff += l_color_vis * light_diffuse(ld, N, V, l_vector); + spec += l_color_vis * light_specular(ld, N, V, l_vector, roughnessSquared, f0); + spec += l_color_vis * light_specular(ld, C_N, V, l_vector, C_roughnessSquared, f0) * C_intensity; +#endif + } + + /* Accumulate outgoing radiance */ + vec3 out_light = diff * albedo + spec * float(specToggle); + +#ifdef HAIR_SHADER + N = -norm_view; +#endif + + /* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */ + + /* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */ + vec4 spec_accum = vec4(0.0); + vec4 C_spec_accum = vec4(0.0); + + /* Planar Reflections */ + for (int i = 0; i < MAX_PLANAR && i < planar_count && spec_accum.a < 0.999; ++i) { + PlanarData pd = planars_data[i]; + + /* Fade on geometric normal. */ + float fade = probe_attenuation_planar(pd, worldPosition, worldNormal); + + if (fade > 0.0) { + vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.a, cameraPos, roughness, fade); + accumulate_light(spec, fade, spec_accum); + + vec3 C_spec = probe_evaluate_planar(float(i), pd, worldPosition, C_N, V, rand.a, cameraPos, C_roughness, fade); + accumulate_light(C_spec, fade, C_spec_accum); + } + } + + /* Specular probes */ + vec3 spec_dir = get_specular_dominant_dir(N, V, roughnessSquared); + vec3 C_spec_dir = get_specular_dominant_dir(C_N, V, C_roughnessSquared); + + /* Starts at 1 because 0 is world probe */ + for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999; ++i) { + CubeData cd = probes_data[i]; + + float fade = probe_attenuation_cube(cd, worldPosition); + + if (fade > 0.0) { + vec3 spec = probe_evaluate_cube(float(i), cd, worldPosition, spec_dir, roughness); + accumulate_light(spec, fade, spec_accum); + + vec3 C_spec = probe_evaluate_cube(float(i), cd, worldPosition, C_spec_dir, C_roughness); + accumulate_light(C_spec, fade, C_spec_accum); + } + } + + /* World Specular */ + if (spec_accum.a < 0.999) { + vec3 spec = probe_evaluate_world_spec(spec_dir, roughness); + accumulate_light(spec, 1.0, spec_accum); + + vec3 C_spec = probe_evaluate_world_spec(C_spec_dir, C_roughness); + accumulate_light(C_spec, 1.0, C_spec_accum); + } + + /* Ambient Occlusion */ + vec3 bent_normal; + float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal); + + /* Get Brdf intensity */ + vec2 uv = lut_coords(dot(N, V), roughness); + vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg; + + out_light += spec_accum.rgb * F_ibl(f0, brdf_lut) * specular_occlusion(dot(N, V), final_ao, roughness) * float(specToggle); + + uv = lut_coords(dot(C_N, V), C_roughness); + brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg; + + out_light += C_spec_accum.rgb * F_ibl(vec3(0.04), brdf_lut) * specular_occlusion(dot(C_N, V), final_ao, C_roughness) * float(specToggle) * C_intensity; + + /* ---------------- DIFFUSE ENVIRONMENT LIGHTING ----------------- */ + + /* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */ + vec4 diff_accum = vec4(0.0); + + /* Start at 1 because 0 is world irradiance */ + for (int i = 1; i < MAX_GRID && i < grid_count && diff_accum.a < 0.999; ++i) { + GridData gd = grids_data[i]; + + vec3 localpos; + float fade = probe_attenuation_grid(gd, worldPosition, localpos); + + if (fade > 0.0) { + vec3 diff = probe_evaluate_grid(gd, worldPosition, bent_normal, localpos); + accumulate_light(diff, fade, diff_accum); + } + } + + /* World Diffuse */ + if (diff_accum.a < 0.999 && grid_count > 0) { + vec3 diff = probe_evaluate_world_diff(bent_normal); + accumulate_light(diff, 1.0, diff_accum); + } + + out_light += diff_accum.rgb * albedo * gtao_multibounce(final_ao, albedo); + + return out_light; +}
\ No newline at end of file diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index abbcfc61518..e0e44bccfc0 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2573,6 +2573,12 @@ vec3 rotate_vector(vec3 p, vec3 n, float theta) { ); } +void convert_metallic_to_specular(vec4 basecol, float metallic, float specular_fac, out vec4 diffuse, out vec4 f0) +{ + vec4 dielectric = vec4(0.034) * specular_fac * 2.0; + diffuse = mix(basecol, vec4(0.0), metallic); + f0 = mix(dielectric, basecol, metallic); +} /*********** NEW SHADER NODES ***************/ @@ -2650,6 +2656,17 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat, float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, out vec4 result) { +#ifdef EEVEE_ENGINE + vec4 diffuse, f0; + convert_metallic_to_specular(base_color, metallic, specular, diffuse, f0); + + /* Original value is 0.25 but this one seems to fit cycles better */ + clearcoat *= 0.5; + + vec3 surface_color = eevee_surface_clearcoat_lit(N, diffuse.rgb, f0.rgb, roughness, CN, clearcoat, clearcoat_roughness, 1.0); + + result = vec4(surface_color, 1.0); +#else /* ambient light */ // TODO: set ambient light to an appropriate value vec3 L = vec3(mix(0.1, 0.03, metallic)) * base_color.rgb; @@ -2764,6 +2781,7 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad } result = vec4(L, 1.0); +#endif } void node_bsdf_translucent(vec4 color, vec3 N, out vec4 result) @@ -3862,13 +3880,6 @@ void node_output_world(vec4 surface, vec4 volume, out vec4 result) result = vec4(surface.rgb, backgroundAlpha); } -void convert_metallic_to_specular(vec4 basecol, float metallic, float specular_fac, out vec4 diffuse, out vec4 f0) -{ - vec4 dielectric = vec4(0.034) * specular_fac * 2.0; - diffuse = mix(basecol, vec4(0.0), metallic); - f0 = mix(dielectric, basecol, metallic); -} - /* TODO : clean this ifdef mess */ /* EEVEE output */ #ifdef EEVEE_ENGINE diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c index e0330d110ca..f34c0e603ac 100644 --- a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c +++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c @@ -65,6 +65,7 @@ static void node_shader_init_principled(bNodeTree *UNUSED(ntree), bNode *node) static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { +#if 0 /* Old 2.7 glsl viewport */ // normal if (!in[17].link) in[17].link = GPU_builtin(GPU_VIEW_NORMAL); @@ -76,6 +77,17 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, bNode *UNUSED(node) in[18].link = GPU_builtin(GPU_VIEW_NORMAL); else GPU_link(mat, "direction_transform_m4v3", in[18].link, GPU_builtin(GPU_VIEW_MATRIX), &in[18].link); +#endif + + /* Normals */ + if (!in[17].link) { + GPU_link(mat, "world_normals_get", &in[17].link); + } + + /* Clearcoat Normals */ + if (!in[18].link) { + GPU_link(mat, "world_normals_get", &in[18].link); + } return GPU_stack_link(mat, "node_bsdf_principled", in, out, GPU_builtin(GPU_VIEW_POSITION)); } |