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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/closure_lit_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/closure_lit_lib.glsl542
1 files changed, 542 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/closure_lit_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_lit_lib.glsl
new file mode 100644
index 00000000000..bf33caf9854
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/closure_lit_lib.glsl
@@ -0,0 +1,542 @@
+
+#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
+#pragma BLENDER_REQUIRE(lightprobe_lib.glsl)
+#pragma BLENDER_REQUIRE(ambient_occlusion_lib.glsl)
+#pragma BLENDER_REQUIRE(ssr_lib.glsl)
+
+/**
+ * AUTO CONFIG
+ * We include the file multiple times each time with a different configuration.
+ * This leads to a lot of deadcode. Better idea would be to only generate the one needed.
+ */
+#if !defined(SURFACE_DEFAULT)
+# define SURFACE_DEFAULT
+# define CLOSURE_NAME eevee_closure_default
+# define CLOSURE_DIFFUSE
+# define CLOSURE_GLOSSY
+#endif /* SURFACE_DEFAULT */
+
+#if !defined(SURFACE_DEFAULT_CLEARCOAT) && !defined(CLOSURE_NAME)
+# define SURFACE_DEFAULT_CLEARCOAT
+# define CLOSURE_NAME eevee_closure_default_clearcoat
+# define CLOSURE_DIFFUSE
+# define CLOSURE_GLOSSY
+# define CLOSURE_CLEARCOAT
+#endif /* SURFACE_DEFAULT_CLEARCOAT */
+
+#if !defined(SURFACE_PRINCIPLED) && !defined(CLOSURE_NAME)
+# define SURFACE_PRINCIPLED
+# define CLOSURE_NAME eevee_closure_principled
+# define CLOSURE_DIFFUSE
+# define CLOSURE_GLOSSY
+# define CLOSURE_CLEARCOAT
+# define CLOSURE_REFRACTION
+# define CLOSURE_SUBSURFACE
+#endif /* SURFACE_PRINCIPLED */
+
+#if !defined(SURFACE_CLEARCOAT) && !defined(CLOSURE_NAME)
+# define SURFACE_CLEARCOAT
+# define CLOSURE_NAME eevee_closure_clearcoat
+# define CLOSURE_GLOSSY
+# define CLOSURE_CLEARCOAT
+#endif /* SURFACE_CLEARCOAT */
+
+#if !defined(SURFACE_DIFFUSE) && !defined(CLOSURE_NAME)
+# define SURFACE_DIFFUSE
+# define CLOSURE_NAME eevee_closure_diffuse
+# define CLOSURE_DIFFUSE
+#endif /* SURFACE_DIFFUSE */
+
+#if !defined(SURFACE_SUBSURFACE) && !defined(CLOSURE_NAME)
+# define SURFACE_SUBSURFACE
+# define CLOSURE_NAME eevee_closure_subsurface
+# define CLOSURE_DIFFUSE
+# define CLOSURE_SUBSURFACE
+#endif /* SURFACE_SUBSURFACE */
+
+#if !defined(SURFACE_SKIN) && !defined(CLOSURE_NAME)
+# define SURFACE_SKIN
+# define CLOSURE_NAME eevee_closure_skin
+# define CLOSURE_DIFFUSE
+# define CLOSURE_SUBSURFACE
+# define CLOSURE_GLOSSY
+#endif /* SURFACE_SKIN */
+
+#if !defined(SURFACE_GLOSSY) && !defined(CLOSURE_NAME)
+# define SURFACE_GLOSSY
+# define CLOSURE_NAME eevee_closure_glossy
+# define CLOSURE_GLOSSY
+#endif /* SURFACE_GLOSSY */
+
+#if !defined(SURFACE_REFRACT) && !defined(CLOSURE_NAME)
+# define SURFACE_REFRACT
+# define CLOSURE_NAME eevee_closure_refraction
+# define CLOSURE_REFRACTION
+#endif /* SURFACE_REFRACT */
+
+#if !defined(SURFACE_GLASS) && !defined(CLOSURE_NAME)
+# define SURFACE_GLASS
+# define CLOSURE_NAME eevee_closure_glass
+# define CLOSURE_GLOSSY
+# define CLOSURE_REFRACTION
+#endif /* SURFACE_GLASS */
+
+/* Safety : CLOSURE_CLEARCOAT implies CLOSURE_GLOSSY */
+#ifdef CLOSURE_CLEARCOAT
+# ifndef CLOSURE_GLOSSY
+# define CLOSURE_GLOSSY
+# endif
+#endif /* CLOSURE_CLEARCOAT */
+
+void CLOSURE_NAME(vec3 N
+#ifdef CLOSURE_DIFFUSE
+ ,
+ vec3 albedo
+#endif
+#ifdef CLOSURE_GLOSSY
+ ,
+ vec3 f0,
+ vec3 f90,
+ int ssr_id
+#endif
+#if defined(CLOSURE_GLOSSY) || defined(CLOSURE_REFRACTION)
+ ,
+ float roughness
+#endif
+#ifdef CLOSURE_CLEARCOAT
+ ,
+ vec3 C_N,
+ float C_intensity,
+ float C_roughness
+#endif
+#if defined(CLOSURE_GLOSSY) || defined(CLOSURE_DIFFUSE)
+ ,
+ float ao
+#endif
+#ifdef CLOSURE_SUBSURFACE
+ ,
+ float sss_scale
+#endif
+#ifdef CLOSURE_REFRACTION
+ ,
+ float ior
+#endif
+ ,
+ const bool use_contact_shadows
+#ifdef CLOSURE_DIFFUSE
+ ,
+ out vec3 out_diff
+#endif
+#ifdef CLOSURE_GLOSSY
+ ,
+ out vec3 out_spec
+#endif
+#ifdef CLOSURE_REFRACTION
+ ,
+ out vec3 out_refr
+#endif
+#ifdef CLOSURE_GLOSSY
+ ,
+ out vec3 ssr_spec
+#endif
+)
+{
+#ifdef CLOSURE_DIFFUSE
+ out_diff = vec3(0.0);
+#endif
+
+#ifdef CLOSURE_GLOSSY
+ out_spec = vec3(0.0);
+#endif
+
+#ifdef CLOSURE_REFRACTION
+ out_refr = vec3(0.0);
+#endif
+
+#if defined(DEPTH_SHADER) || defined(WORLD_BACKGROUND)
+ /* This makes shader resources become unused and avoid issues with samplers. (see T59747) */
+ return;
+#else
+
+ /* Zero length vectors cause issues, see: T51979. */
+ float len = length(N);
+ if (isnan(len)) {
+ return;
+ }
+ N /= len;
+
+# ifdef CLOSURE_CLEARCOAT
+ len = length(C_N);
+ if (isnan(len)) {
+ return;
+ }
+ C_N /= len;
+# endif
+
+# if defined(CLOSURE_GLOSSY) || defined(CLOSURE_REFRACTION)
+ roughness = clamp(roughness, 1e-8, 0.9999);
+ float roughnessSquared = roughness * roughness;
+# endif
+
+# ifdef CLOSURE_CLEARCOAT
+ C_roughness = clamp(C_roughness, 1e-8, 0.9999);
+ float C_roughnessSquared = C_roughness * C_roughness;
+# endif
+
+ vec3 V = cameraVec;
+
+ vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy);
+
+ /* ---------------------------------------------------------------- */
+ /* -------------------- SCENE LIGHTS LIGHTING --------------------- */
+ /* ---------------------------------------------------------------- */
+
+# ifdef CLOSURE_GLOSSY
+ vec2 lut_uv = lut_coords_ltc(dot(N, V), roughness);
+ vec4 ltc_mat = texture(utilTex, vec3(lut_uv, 0.0)).rgba;
+# endif
+
+# ifdef CLOSURE_CLEARCOAT
+ vec2 lut_uv_clear = lut_coords_ltc(dot(C_N, V), C_roughness);
+ vec4 ltc_mat_clear = texture(utilTex, vec3(lut_uv_clear, 0.0)).rgba;
+ vec3 out_spec_clear = vec3(0.0);
+# endif
+
+ float tracing_depth = gl_FragCoord.z;
+ /* Constant bias (due to depth buffer precision) */
+ /* Magic numbers for 24bits of precision.
+ * From http://terathon.com/gdc07_lengyel.pdf (slide 26) */
+ tracing_depth -= mix(2.4e-7, 4.8e-7, gl_FragCoord.z);
+ /* Convert to view Z. */
+ tracing_depth = get_view_z_from_depth(tracing_depth);
+
+ vec3 true_normal = normalize(cross(dFdx(viewPosition), dFdy(viewPosition)));
+
+ for (int i = 0; i < MAX_LIGHT && i < laNumLight; 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);
+
+ float l_vis = light_visibility(ld,
+ worldPosition,
+ viewPosition,
+ tracing_depth,
+ true_normal,
+ rand.x,
+ use_contact_shadows,
+ l_vector);
+
+ if (l_vis < 1e-8) {
+ continue;
+ }
+
+ vec3 l_color_vis = ld.l_color * l_vis;
+
+# ifdef CLOSURE_DIFFUSE
+ out_diff += l_color_vis * light_diffuse(ld, N, V, l_vector);
+# endif
+
+# ifdef CLOSURE_GLOSSY
+ out_spec += l_color_vis * light_specular(ld, ltc_mat, N, V, l_vector) * ld.l_spec;
+# endif
+
+# ifdef CLOSURE_CLEARCOAT
+ out_spec_clear += l_color_vis * light_specular(ld, ltc_mat_clear, C_N, V, l_vector) *
+ ld.l_spec;
+# endif
+ }
+
+# ifdef CLOSURE_GLOSSY
+ vec2 brdf_lut_lights = texture(utilTex, vec3(lut_uv, 1.0)).ba;
+ out_spec *= F_area(f0, f90, brdf_lut_lights.xy);
+# endif
+
+# ifdef CLOSURE_CLEARCOAT
+ vec2 brdf_lut_lights_clear = texture(utilTex, vec3(lut_uv_clear, 1.0)).ba;
+ out_spec_clear *= F_area(vec3(0.04), vec3(1.0), brdf_lut_lights_clear.xy);
+ out_spec += out_spec_clear * C_intensity;
+# endif
+
+ /* ---------------------------------------------------------------- */
+ /* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */
+ /* ---------------------------------------------------------------- */
+
+ /* Accumulate incoming light from all sources until accumulator is full. Then apply Occlusion and
+ * BRDF. */
+# ifdef CLOSURE_GLOSSY
+ vec4 spec_accum = vec4(0.0);
+# endif
+
+# ifdef CLOSURE_CLEARCOAT
+ vec4 C_spec_accum = vec4(0.0);
+# endif
+
+# ifdef CLOSURE_REFRACTION
+ vec4 refr_accum = vec4(0.0);
+# endif
+
+# ifdef CLOSURE_GLOSSY
+ /* ---------------------------- */
+ /* Planar Reflections */
+ /* ---------------------------- */
+
+ for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar && spec_accum.a < 0.999; i++) {
+ PlanarData pd = planars_data[i];
+
+ /* Fade on geometric normal. */
+ float fade = probe_attenuation_planar(
+ pd, worldPosition, (gl_FrontFacing) ? worldNormal : -worldNormal, roughness);
+
+ if (fade > 0.0) {
+ if (!(ssrToggle && ssr_id == outputSsrId)) {
+ vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, roughness, fade);
+ accumulate_light(spec, fade, spec_accum);
+ }
+
+# ifdef CLOSURE_CLEARCOAT
+ vec3 C_spec = probe_evaluate_planar(float(i), pd, worldPosition, C_N, V, C_roughness, fade);
+ accumulate_light(C_spec, fade, C_spec_accum);
+# endif
+ }
+ }
+# endif
+
+# ifdef CLOSURE_GLOSSY
+ vec3 spec_dir = specular_dominant_dir(N, V, roughnessSquared);
+# endif
+
+# ifdef CLOSURE_CLEARCOAT
+ vec3 C_spec_dir = specular_dominant_dir(C_N, V, C_roughnessSquared);
+# endif
+
+# ifdef CLOSURE_REFRACTION
+ /* Refract the view vector using the depth heuristic.
+ * Then later Refract a second time the already refracted
+ * ray using the inverse ior. */
+ float final_ior = (refractionDepth > 0.0) ? 1.0 / ior : ior;
+ vec3 refr_V = (refractionDepth > 0.0) ? -refract(-V, N, final_ior) : V;
+ vec3 refr_pos = (refractionDepth > 0.0) ?
+ line_plane_intersect(
+ worldPosition, refr_V, worldPosition - N * refractionDepth, N) :
+ worldPosition;
+ vec3 refr_dir = refraction_dominant_dir(N, refr_V, roughness, final_ior);
+# endif
+
+# ifdef CLOSURE_REFRACTION
+/* ---------------------------- */
+/* Screen Space Refraction */
+/* ---------------------------- */
+# ifdef USE_REFRACTION
+ if (ssrefractToggle && roughness < ssrMaxRoughness + 0.2) {
+ /* Find approximated position of the 2nd refraction event. */
+ vec3 refr_vpos = (refractionDepth > 0.0) ? transform_point(ViewMatrix, refr_pos) :
+ viewPosition;
+ vec4 trans = screen_space_refraction(refr_vpos, N, refr_V, final_ior, roughnessSquared, rand);
+ trans.a *= smoothstep(ssrMaxRoughness + 0.2, ssrMaxRoughness, roughness);
+ accumulate_light(trans.rgb, trans.a, refr_accum);
+ }
+# endif
+
+# endif
+
+ /* ---------------------------- */
+ /* Specular probes */
+ /* ---------------------------- */
+# if defined(CLOSURE_GLOSSY) || defined(CLOSURE_REFRACTION)
+
+# if defined(CLOSURE_GLOSSY) && defined(CLOSURE_REFRACTION)
+# define GLASS_ACCUM 1
+# define ACCUM min(refr_accum.a, spec_accum.a)
+# elif defined(CLOSURE_REFRACTION)
+# define GLASS_ACCUM 0
+# define ACCUM refr_accum.a
+# else
+# define GLASS_ACCUM 0
+# define ACCUM spec_accum.a
+# endif
+
+ /* Starts at 1 because 0 is world probe */
+ for (int i = 1; ACCUM < 0.999 && i < prbNumRenderCube && i < MAX_PROBE; i++) {
+ float fade = probe_attenuation_cube(i, worldPosition);
+
+ if (fade > 0.0) {
+
+# if GLASS_ACCUM
+ if (spec_accum.a < 0.999) {
+# endif
+# ifdef CLOSURE_GLOSSY
+ if (!(ssrToggle && ssr_id == outputSsrId)) {
+ vec3 spec = probe_evaluate_cube(i, worldPosition, spec_dir, roughness);
+ accumulate_light(spec, fade, spec_accum);
+ }
+# endif
+
+# ifdef CLOSURE_CLEARCOAT
+ vec3 C_spec = probe_evaluate_cube(i, worldPosition, C_spec_dir, C_roughness);
+ accumulate_light(C_spec, fade, C_spec_accum);
+# endif
+# if GLASS_ACCUM
+ }
+# endif
+
+# if GLASS_ACCUM
+ if (refr_accum.a < 0.999) {
+# endif
+# ifdef CLOSURE_REFRACTION
+ vec3 trans = probe_evaluate_cube(i, refr_pos, refr_dir, roughnessSquared);
+ accumulate_light(trans, fade, refr_accum);
+# endif
+# if GLASS_ACCUM
+ }
+# endif
+ }
+ }
+
+# undef GLASS_ACCUM
+# undef ACCUM
+
+/* ---------------------------- */
+/* World Probe */
+/* ---------------------------- */
+# ifdef CLOSURE_GLOSSY
+ if (spec_accum.a < 0.999) {
+ if (!(ssrToggle && ssr_id == outputSsrId)) {
+ vec3 spec = probe_evaluate_world_spec(spec_dir, roughness);
+ accumulate_light(spec, 1.0, spec_accum);
+ }
+
+# ifdef CLOSURE_CLEARCOAT
+ vec3 C_spec = probe_evaluate_world_spec(C_spec_dir, C_roughness);
+ accumulate_light(C_spec, 1.0, C_spec_accum);
+# endif
+ }
+# endif
+
+# ifdef CLOSURE_REFRACTION
+ if (refr_accum.a < 0.999) {
+ vec3 trans = probe_evaluate_world_spec(refr_dir, roughnessSquared);
+ accumulate_light(trans, 1.0, refr_accum);
+ }
+# endif
+# endif /* Specular probes */
+
+ /* ---------------------------- */
+ /* Ambient Occlusion */
+ /* ---------------------------- */
+# if defined(CLOSURE_GLOSSY) || defined(CLOSURE_DIFFUSE)
+ if (!use_contact_shadows) {
+ /* HACK: Fix for translucent BSDF. (see T65631) */
+ N = -N;
+ }
+ vec3 bent_normal;
+ float final_ao = occlusion_compute(N, viewPosition, ao, rand, bent_normal);
+ if (!use_contact_shadows) {
+ N = -N;
+ /* Bypass bent normal. */
+ bent_normal = N;
+ }
+# endif
+
+ /* ---------------------------- */
+ /* Specular Output */
+ /* ---------------------------- */
+ float NV = dot(N, V);
+# ifdef CLOSURE_GLOSSY
+ vec2 uv = lut_coords(NV, roughness);
+ vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
+
+ /* This factor is outputted to be used by SSR in order
+ * to match the intensity of the regular reflections. */
+ ssr_spec = F_ibl(f0, f90, brdf_lut);
+ float spec_occlu = specular_occlusion(NV, final_ao, roughness);
+
+ /* The SSR pass recompute the occlusion to not apply it to the SSR */
+ if (ssrToggle && ssr_id == outputSsrId) {
+ spec_occlu = 1.0;
+ }
+
+ out_spec += spec_accum.rgb * ssr_spec * spec_occlu;
+# endif
+
+# ifdef CLOSURE_REFRACTION
+ float btdf = get_btdf_lut(NV, roughness, ior);
+
+ out_refr += refr_accum.rgb * btdf;
+# endif
+
+# ifdef CLOSURE_CLEARCOAT
+ NV = dot(C_N, V);
+ vec2 C_uv = lut_coords(NV, C_roughness);
+ vec2 C_brdf_lut = texture(utilTex, vec3(C_uv, 1.0)).rg;
+ vec3 C_fresnel = F_ibl(vec3(0.04), vec3(1.0), C_brdf_lut) *
+ specular_occlusion(NV, final_ao, C_roughness);
+
+ out_spec += C_spec_accum.rgb * C_fresnel * C_intensity;
+# endif
+
+# ifdef CLOSURE_GLOSSY
+ /* Global toggle for lightprobe baking. */
+ out_spec *= float(specToggle);
+# endif
+
+ /* ---------------------------------------------------------------- */
+ /* ---------------- DIFFUSE ENVIRONMENT LIGHTING ------------------ */
+ /* ---------------------------------------------------------------- */
+
+ /* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
+# ifdef CLOSURE_DIFFUSE
+ vec4 diff_accum = vec4(0.0);
+
+ /* ---------------------------- */
+ /* Irradiance Grids */
+ /* ---------------------------- */
+ /* Start at 1 because 0 is world irradiance */
+ for (int i = 1; i < MAX_GRID && i < prbNumRenderGrid && diff_accum.a < 0.999; i++) {
+ GridData gd = grids_data[i];
+
+ vec3 localpos;
+ float fade = probe_attenuation_grid(gd, grids_data[i].localmat, 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 && prbNumRenderGrid > 0) {
+ vec3 diff = probe_evaluate_world_diff(bent_normal);
+ accumulate_light(diff, 1.0, diff_accum);
+ }
+
+ out_diff += diff_accum.rgb * gtao_multibounce(final_ao, albedo);
+# endif
+#endif
+}
+
+/* Cleanup for next configuration */
+#undef CLOSURE_NAME
+
+#ifdef CLOSURE_DIFFUSE
+# undef CLOSURE_DIFFUSE
+#endif
+
+#ifdef CLOSURE_GLOSSY
+# undef CLOSURE_GLOSSY
+#endif
+
+#ifdef CLOSURE_CLEARCOAT
+# undef CLOSURE_CLEARCOAT
+#endif
+
+#ifdef CLOSURE_REFRACTION
+# undef CLOSURE_REFRACTION
+#endif
+
+#ifdef CLOSURE_SUBSURFACE
+# undef CLOSURE_SUBSURFACE
+#endif