diff options
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.glsl | 542 |
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 |