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Diffstat (limited to 'intern/cycles/kernel/closure/bsdf_principled_sheen.h')
-rw-r--r--intern/cycles/kernel/closure/bsdf_principled_sheen.h25
1 files changed, 20 insertions, 5 deletions
diff --git a/intern/cycles/kernel/closure/bsdf_principled_sheen.h b/intern/cycles/kernel/closure/bsdf_principled_sheen.h
index 1326d23668a..3707de29d73 100644
--- a/intern/cycles/kernel/closure/bsdf_principled_sheen.h
+++ b/intern/cycles/kernel/closure/bsdf_principled_sheen.h
@@ -26,13 +26,26 @@ CCL_NAMESPACE_BEGIN
typedef ccl_addr_space struct PrincipledSheenBsdf {
SHADER_CLOSURE_BASE;
+ float avg_value;
} PrincipledSheenBsdf;
static_assert(sizeof(ShaderClosure) >= sizeof(PrincipledSheenBsdf),
"PrincipledSheenBsdf is too large!");
-ccl_device float3 calculate_principled_sheen_brdf(
- const PrincipledSheenBsdf *bsdf, float3 N, float3 V, float3 L, float3 H, float *pdf)
+ccl_device_inline float calculate_avg_principled_sheen_brdf(float3 N, float3 I)
+{
+ /* To compute the average, we set the half-vector to the normal, resulting in
+ * NdotI = NdotL = NdotV = LdotH */
+ float NdotI = dot(N, I);
+ if (NdotI < 0.0f) {
+ return 0.0f;
+ }
+
+ return schlick_fresnel(NdotI) * NdotI;
+}
+
+ccl_device float3
+calculate_principled_sheen_brdf(float3 N, float3 V, float3 L, float3 H, float *pdf)
{
float NdotL = dot(N, L);
float NdotV = dot(N, V);
@@ -49,9 +62,11 @@ ccl_device float3 calculate_principled_sheen_brdf(
return make_float3(value, value, value);
}
-ccl_device int bsdf_principled_sheen_setup(PrincipledSheenBsdf *bsdf)
+ccl_device int bsdf_principled_sheen_setup(const ShaderData *sd, PrincipledSheenBsdf *bsdf)
{
bsdf->type = CLOSURE_BSDF_PRINCIPLED_SHEEN_ID;
+ bsdf->avg_value = calculate_avg_principled_sheen_brdf(bsdf->N, sd->I);
+ bsdf->sample_weight *= bsdf->avg_value;
return SD_BSDF | SD_BSDF_HAS_EVAL;
}
@@ -69,7 +84,7 @@ ccl_device float3 bsdf_principled_sheen_eval_reflect(const ShaderClosure *sc,
if (dot(N, omega_in) > 0.0f) {
*pdf = fmaxf(dot(N, omega_in), 0.0f) * M_1_PI_F;
- return calculate_principled_sheen_brdf(bsdf, N, V, L, H, pdf);
+ return calculate_principled_sheen_brdf(N, V, L, H, pdf);
}
else {
*pdf = 0.0f;
@@ -107,7 +122,7 @@ ccl_device int bsdf_principled_sheen_sample(const ShaderClosure *sc,
if (dot(Ng, *omega_in) > 0) {
float3 H = normalize(I + *omega_in);
- *eval = calculate_principled_sheen_brdf(bsdf, N, I, *omega_in, H, pdf);
+ *eval = calculate_principled_sheen_brdf(N, I, *omega_in, H, pdf);
#ifdef __RAY_DIFFERENTIALS__
// TODO: find a better approximation for the diffuse bounce