#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