diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-07-06 14:31:36 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-07-06 14:32:19 +0300 |
commit | e5462421c006929f4e88b27d38b3391d05163262 (patch) | |
tree | e2a29067d10faf30555adcc322466b99e6a63c5d /source/blender/draw | |
parent | a69e3c9ee16241068797b2852504441bfe3d5ca2 (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.glsl | 177 |
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; +} |