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 | 477 |
1 files changed, 477 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..c8fd57412ef --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl @@ -0,0 +1,477 @@ + +uniform int light_count; +uniform int probe_count; +uniform int grid_count; +uniform int planar_count; + +uniform bool specToggle; + +#ifndef UTIL_TEX +#define UTIL_TEX +uniform sampler2DArray utilTex; +#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 + +/* ----------- default ----------- */ + +vec3 eevee_surface_lit(vec3 N, vec3 albedo, 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 diff = vec3(0.0); + 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); + + diff += l_color_vis * light_diffuse(ld, -norm_lamp, V, l_vector) * occlu_trans; + spec += l_color_vis * light_specular(ld, N, view_vec, l_vector, roughnessSquared, f0) * occlu; +#else + diff += l_color_vis * light_diffuse(ld, N, V, l_vector); + spec += l_color_vis * light_specular(ld, N, V, l_vector, roughnessSquared, f0); +#endif + } + + /* Accumulate outgoing radiance */ + vec3 out_light = diff * albedo + 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); + + /* ---------------- DIFFUSE ENVIRONMENT LIGHTING ----------------- */ + + /* 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; +} + +/* ----------- CLEAR COAT ----------- */ + +vec3 eevee_surface_clearcoat_lit( + vec3 N, vec3 albedo, vec3 f0, float roughness, + vec3 C_N, float C_intensity, float C_roughness, /* Clearcoat params */ + float ao) +{ + roughness = clamp(roughness, 1e-8, 0.9999); + float roughnessSquared = roughness * roughness; + C_roughness = clamp(C_roughness, 1e-8, 0.9999); + float C_roughnessSquared = C_roughness * C_roughness; + + vec3 V = cameraVec; + N = normalize(N); + C_N = normalize(C_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); + 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); + + diff += l_color_vis * light_diffuse(ld, -norm_lamp, V, l_vector) * occlu_trans; + spec += l_color_vis * light_specular(ld, N, view_vec, l_vector, roughnessSquared, f0) * occlu; + spec += l_color_vis * light_specular(ld, C_N, view_vec, l_vector, C_roughnessSquared, f0) * C_intensity * occlu; +#else + diff += l_color_vis * light_diffuse(ld, N, V, l_vector); + spec += l_color_vis * light_specular(ld, N, V, l_vector, roughnessSquared, f0); + spec += l_color_vis * light_specular(ld, C_N, V, l_vector, C_roughnessSquared, f0) * C_intensity; +#endif + } + + /* Accumulate outgoing radiance */ + vec3 out_light = diff * albedo + 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); + vec4 C_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]; + + /* Fade on geometric normal. */ + float fade = probe_attenuation_planar(pd, worldPosition, worldNormal); + + 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); + + vec3 C_spec = probe_evaluate_planar(float(i), pd, worldPosition, C_N, V, rand.r, cameraPos, C_roughness, fade); + accumulate_light(C_spec, fade, C_spec_accum); + } + } + + /* Specular probes */ + vec3 spec_dir = get_specular_dominant_dir(N, V, roughnessSquared); + vec3 C_spec_dir = get_specular_dominant_dir(C_N, V, C_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); + + vec3 C_spec = probe_evaluate_cube(float(i), cd, worldPosition, C_spec_dir, C_roughness); + accumulate_light(C_spec, fade, C_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); + + vec3 C_spec = probe_evaluate_world_spec(C_spec_dir, C_roughness); + accumulate_light(C_spec, 1.0, C_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); + + uv = lut_coords(dot(C_N, V), C_roughness); + brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg; + + out_light += C_spec_accum.rgb * F_ibl(vec3(0.04), brdf_lut) * specular_occlusion(dot(C_N, V), final_ao, C_roughness) * float(specToggle) * C_intensity; + + /* ---------------- DIFFUSE ENVIRONMENT LIGHTING ----------------- */ + + /* 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; +} + +/* ----------- 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; +} |