diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl | 486 |
1 files changed, 486 insertions, 0 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 new file mode 100644 index 00000000000..cc66b477da0 --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl @@ -0,0 +1,486 @@ + +#ifndef LIT_SURFACE_UNIFORM +#define LIT_SURFACE_UNIFORM + +uniform float refractionDepth; + +#ifndef UTIL_TEX +#define UTIL_TEX +uniform sampler2DArray utilTex; +#define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0) +#endif /* UTIL_TEX */ + +in vec3 worldPosition; +in vec3 viewPosition; + +#ifdef USE_FLAT_NORMAL +flat in vec3 worldNormal; +flat in vec3 viewNormal; +#else +in vec3 worldNormal; +in vec3 viewNormal; +#endif + +#endif /* LIT_SURFACE_UNIFORM */ + +/** 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_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_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_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, 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 +#ifdef CLOSURE_DIFFUSE + , out vec3 out_diff +#endif +#ifdef CLOSURE_SUBSURFACE + , out vec3 out_trans +#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_SUBSURFACE + out_trans = vec3(0.0); +#endif + +#ifdef CLOSURE_GLOSSY + out_spec = vec3(0.0); +#endif + +#ifdef CLOSURE_REFRACTION + out_refr = vec3(0.0); +#endif + + /* 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(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0); + + /* ---------------------------------------------------------------- */ + /* -------------------- SCENE LAMPS LIGHTING ---------------------- */ + /* ---------------------------------------------------------------- */ + +#ifdef HAIR_SHADER + vec3 norm_view = cross(V, N); + norm_view = normalize(cross(norm_view, N)); /* Normal facing view */ +#endif + + 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); + + vec3 l_color_vis = ld.l_color * light_visibility(ld, worldPosition, viewPosition, viewNormal, 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); + + #ifdef CLOSURE_DIFFUSE + out_diff += l_color_vis * light_diffuse(ld, -norm_lamp, V, l_vector) * occlu_trans; + #endif + + #ifdef CLOSURE_SUBSURFACE + out_trans += ld.l_color * light_translucent(ld, worldPosition, -norm_lamp, l_vector, sss_scale) * occlu_trans; + #endif + + #ifdef CLOSURE_GLOSSY + out_spec += l_color_vis * light_specular(ld, N, view_vec, l_vector, roughnessSquared, f0) * occlu; + #endif + + #ifdef CLOSURE_CLEARCOAT + out_spec += l_color_vis * light_specular(ld, C_N, view_vec, l_vector, C_roughnessSquared, f0) * C_intensity * occlu; + #endif + +#else /* HAIR_SHADER */ + + #ifdef CLOSURE_DIFFUSE + out_diff += l_color_vis * light_diffuse(ld, N, V, l_vector); + #endif + + #ifdef CLOSURE_SUBSURFACE + out_trans += ld.l_color * light_translucent(ld, worldPosition, -N, l_vector, sss_scale); + #endif + + #ifdef CLOSURE_GLOSSY + out_spec += l_color_vis * light_specular(ld, N, V, l_vector, roughnessSquared, f0); + #endif + + #ifdef CLOSURE_CLEARCOAT + out_spec += l_color_vis * light_specular(ld, C_N, V, l_vector, C_roughnessSquared, f0) * C_intensity; + #endif + +#endif /* HAIR_SHADER */ + } + +#ifdef HAIR_SHADER + N = -norm_view; +#endif + + + + /* ---------------------------------------------------------------- */ + /* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */ + /* ---------------------------------------------------------------- */ + + /* Accumulate incomming 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, 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 = get_specular_reflection_dominant_dir(N, V, roughnessSquared); +#endif + +#ifdef CLOSURE_CLEARCOAT + vec3 C_spec_dir = get_specular_reflection_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 = get_specular_refraction_dominant_dir(N, refr_V, roughness, final_ior); +#endif + + +#ifdef CLOSURE_REFRACTION + /* ---------------------------- */ + /* Screen Space Refraction */ + /* ---------------------------- */ + #ifdef USE_REFRACTION + if (ssrToggle && 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) + + #ifdef CLOSURE_REFRACTION + #define ACCUM refr_accum + #else + #define ACCUM spec_accum + #endif + + /* Starts at 1 because 0 is world probe */ + for (int i = 1; ACCUM.a < 0.999 && i < prbNumRenderCube && i < MAX_PROBE; ++i) { + CubeData cd = probes_data[i]; + + float fade = probe_attenuation_cube(cd, worldPosition); + + if (fade > 0.0) { + + #ifdef CLOSURE_GLOSSY + if (!(ssrToggle && ssr_id == outputSsrId)) { + vec3 spec = probe_evaluate_cube(float(i), cd, worldPosition, spec_dir, roughness); + accumulate_light(spec, fade, spec_accum); + } + #endif + + #ifdef CLOSURE_CLEARCOAT + vec3 C_spec = probe_evaluate_cube(float(i), cd, worldPosition, C_spec_dir, C_roughness); + accumulate_light(C_spec, fade, C_spec_accum); + #endif + + #ifdef CLOSURE_REFRACTION + vec3 trans = probe_evaluate_cube(float(i), cd, refr_pos, refr_dir, roughnessSquared); + accumulate_light(trans, fade, refr_accum); + #endif + } + } + + #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) + vec3 bent_normal; + float final_ao = occlusion_compute(N, viewPosition, ao, rand, bent_normal); +#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 outputed to be used by SSR in order + * to match the intensity of the regular reflections. */ + ssr_spec = F_ibl(f0, 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 * float(specToggle); +#endif + +#ifdef CLOSURE_REFRACTION + float btdf = get_btdf_lut(utilTex, 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), brdf_lut) * specular_occlusion(NV, final_ao, C_roughness); + + out_spec += C_spec_accum.rgb * C_fresnel * float(specToggle) * C_intensity; +#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, 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 +} + +/* 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
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