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authorClément Foucault <foucault.clem@gmail.com>2017-07-06 14:31:36 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-07-06 14:32:19 +0300
commite5462421c006929f4e88b27d38b3391d05163262 (patch)
treee2a29067d10faf30555adcc322466b99e6a63c5d /source/blender/draw
parenta69e3c9ee16241068797b2852504441bfe3d5ca2 (diff)
Eevee: Add support for common BSDFs.
Add Diffuse BSDF, and Glossy. Also Use World normal instead of view normal as input.
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl177
1 files changed, 176 insertions, 1 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 8bbdc57678c..c8fd57412ef 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -299,4 +299,179 @@ vec3 eevee_surface_clearcoat_lit(
out_light += diff_accum.rgb * albedo * gtao_multibounce(final_ao, albedo);
return out_light;
-} \ No newline at end of file
+}
+
+/* ----------- Diffuse ----------- */
+
+vec3 eevee_surface_diffuse_lit(vec3 N, vec3 albedo, float ao)
+{
+ vec3 V = cameraVec;
+ N = normalize(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);
+ 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;
+#else
+ diff += l_color_vis * light_diffuse(ld, N, V, l_vector);
+#endif
+ }
+
+ /* Accumulate outgoing radiance */
+ vec3 out_light = diff * albedo;
+
+#ifdef HAIR_SHADER
+ N = -norm_view;
+#endif
+
+ /* ---------------- DIFFUSE ENVIRONMENT LIGHTING ----------------- */
+
+ /* Ambient Occlusion */
+ vec3 bent_normal;
+ float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);
+
+ /* 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;
+}
+
+/* ----------- Glossy ----------- */
+
+vec3 eevee_surface_glossy_lit(vec3 N, vec3 f0, float roughness, float ao)
+{
+ roughness = clamp(roughness, 1e-8, 0.9999);
+ float roughnessSquared = roughness * roughness;
+
+ vec3 V = cameraVec;
+ N = normalize(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 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);
+
+ spec += l_color_vis * light_specular(ld, N, view_vec, l_vector, roughnessSquared, f0) * occlu;
+#else
+ spec += l_color_vis * light_specular(ld, N, V, l_vector, roughnessSquared, f0);
+#endif
+ }
+
+ /* Accumulate outgoing radiance */
+ vec3 out_light = 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);
+
+ /* Planar Reflections */
+ for (int i = 0; i < MAX_PLANAR && i < planar_count && spec_accum.a < 0.999; ++i) {
+ PlanarData pd = planars_data[i];
+
+ float fade = probe_attenuation_planar(pd, worldPosition, N);
+
+ if (fade > 0.0) {
+ vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.r, cameraPos, roughness, fade);
+ accumulate_light(spec, fade, spec_accum);
+ }
+ }
+
+ /* Specular probes */
+ vec3 spec_dir = get_specular_dominant_dir(N, V, 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);
+ }
+ }
+
+ /* World Specular */
+ if (spec_accum.a < 0.999) {
+ vec3 spec = probe_evaluate_world_spec(spec_dir, roughness);
+ accumulate_light(spec, 1.0, 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);
+
+ return out_light;
+}