uniform int light_count; uniform int probe_count; uniform int grid_count; uniform mat4 ProjectionMatrix; uniform mat4 ViewMatrixInverse; uniform sampler2DArray probeCubes; uniform float lodMax; uniform bool specToggle; #ifndef UTIL_TEX #define UTIL_TEX uniform sampler2DArray utilTex; #endif /* UTIL_TEX */ uniform sampler2DArray shadowCubes; uniform sampler2DArrayShadow shadowCascades; layout(std140) uniform probe_block { ProbeData probes_data[MAX_PROBE]; }; layout(std140) uniform grid_block { GridData grids_data[MAX_GRID]; }; layout(std140) uniform light_block { LightData lights_data[MAX_LIGHT]; }; layout(std140) uniform shadow_block { ShadowCubeData shadows_cube_data[MAX_SHADOW_CUBE]; ShadowMapData shadows_map_data[MAX_SHADOW_MAP]; ShadowCascadeData shadows_cascade_data[MAX_SHADOW_CASCADE]; }; 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 #define cameraForward normalize(ViewMatrixInverse[2].xyz) #define cameraPos ViewMatrixInverse[3].xyz /* type */ #define POINT 0.0 #define SUN 1.0 #define SPOT 2.0 #define HEMI 3.0 #define AREA 4.0 #ifdef HAIR_SHADER vec3 light_diffuse(LightData ld, ShadingData sd, vec3 albedo) { if (ld.l_type == SUN) { return direct_diffuse_sun(ld, sd) * albedo; } else if (ld.l_type == AREA) { return direct_diffuse_rectangle(ld, sd) * albedo; } else { return direct_diffuse_sphere(ld, sd) * albedo; } } vec3 light_specular(LightData ld, ShadingData sd, float roughness, vec3 f0) { if (ld.l_type == SUN) { return direct_ggx_sun(ld, sd, roughness, f0); } else if (ld.l_type == AREA) { return direct_ggx_rectangle(ld, sd, roughness, f0); } else { return direct_ggx_sphere(ld, sd, roughness, f0); } } void light_shade( LightData ld, ShadingData sd, vec3 albedo, float roughness, vec3 f0, out vec3 diffuse, out vec3 specular) { const float transmission = 0.3; /* Uniform internal scattering factor */ ShadingData sd_new = sd; vec3 lamp_vec; if (ld.l_type == SUN || ld.l_type == AREA) { lamp_vec = ld.l_forward; } else { lamp_vec = -sd.l_vector; } vec3 norm_view = cross(sd.V, sd.N); norm_view = normalize(cross(norm_view, sd.N)); /* Normal facing view */ vec3 norm_lamp = cross(lamp_vec, sd.N); norm_lamp = normalize(cross(sd.N, norm_lamp)); /* Normal facing lamp */ /* Rotate view vector onto the cross(tangent, light) plane */ vec3 view_vec = normalize(norm_lamp * dot(norm_view, sd.V) + sd.N * dot(sd.N, sd.V)); float occlusion = (dot(norm_view, norm_lamp) * 0.5 + 0.5); float occltrans = transmission + (occlusion * (1.0 - transmission)); /* Includes transmission component */ sd_new.N = -norm_lamp; diffuse = light_diffuse(ld, sd_new, albedo) * occltrans; sd_new.V = view_vec; specular = light_specular(ld, sd_new, roughness, f0) * occlusion; } #else void light_shade( LightData ld, ShadingData sd, vec3 albedo, float roughness, vec3 f0, out vec3 diffuse, out vec3 specular) { #ifdef USE_LTC if (ld.l_type == SUN) { /* TODO disk area light */ diffuse = direct_diffuse_sun(ld, sd) * albedo; specular = direct_ggx_sun(ld, sd, roughness, f0); } else if (ld.l_type == AREA) { diffuse = direct_diffuse_rectangle(ld, sd) * albedo; specular = direct_ggx_rectangle(ld, sd, roughness, f0); } else { diffuse = direct_diffuse_sphere(ld, sd) * albedo; specular = direct_ggx_sphere(ld, sd, roughness, f0); } #else if (ld.l_type == SUN) { diffuse = direct_diffuse_sun(ld, sd) * albedo; specular = direct_ggx_sun(ld, sd, roughness, f0); } else { diffuse = direct_diffuse_point(ld, sd) * albedo; specular = direct_ggx_point(sd, roughness, f0); } #endif specular *= float(specToggle); } #endif void light_visibility(LightData ld, ShadingData sd, out float vis) { vis = 1.0; if (ld.l_type == SPOT) { float z = dot(ld.l_forward, sd.l_vector); vec3 lL = sd.l_vector / z; float x = dot(ld.l_right, lL) / ld.l_sizex; float y = dot(ld.l_up, lL) / ld.l_sizey; float ellipse = 1.0 / sqrt(1.0 + x * x + y * y); float spotmask = smoothstep(0.0, 1.0, (ellipse - ld.l_spot_size) / ld.l_spot_blend); vis *= spotmask; vis *= step(0.0, -dot(sd.l_vector, ld.l_forward)); } else if (ld.l_type == AREA) { vis *= step(0.0, -dot(sd.l_vector, ld.l_forward)); } /* shadowing */ if (ld.l_shadowid >= (MAX_SHADOW_MAP + MAX_SHADOW_CUBE)) { /* Shadow Cascade */ float shid = ld.l_shadowid - (MAX_SHADOW_CUBE + MAX_SHADOW_MAP); ShadowCascadeData smd = shadows_cascade_data[int(shid)]; /* Finding Cascade index */ vec4 z = vec4(-dot(cameraPos - worldPosition, cameraForward)); vec4 comp = step(z, smd.split_distances); float cascade = dot(comp, comp); mat4 shadowmat; float bias; /* Manual Unrolling of a loop for better performance. * Doing fetch directly with cascade index leads to * major performance impact. (0.27ms -> 10.0ms for 1 light) */ if (cascade == 0.0) { shadowmat = smd.shadowmat[0]; bias = smd.bias[0]; } else if (cascade == 1.0) { shadowmat = smd.shadowmat[1]; bias = smd.bias[1]; } else if (cascade == 2.0) { shadowmat = smd.shadowmat[2]; bias = smd.bias[2]; } else { shadowmat = smd.shadowmat[3]; bias = smd.bias[3]; } vec4 shpos = shadowmat * vec4(sd.W, 1.0); shpos.z -= bias * shpos.w; shpos.xyz /= shpos.w; vis *= texture(shadowCascades, vec4(shpos.xy, shid * float(MAX_CASCADE_NUM) + cascade, shpos.z)); } else if (ld.l_shadowid >= 0.0) { /* Shadow Cube */ float shid = ld.l_shadowid; ShadowCubeData scd = shadows_cube_data[int(shid)]; vec3 cubevec = sd.W - ld.l_position; float dist = length(cubevec) - scd.sh_cube_bias; float z = texture_octahedron(shadowCubes, vec4(cubevec, shid)).r; float esm_test = saturate(exp(scd.sh_cube_exp * (z - dist))); float sh_test = step(0, z - dist); vis *= esm_test; } } vec3 probe_parallax_correction(vec3 W, vec3 spec_dir, ProbeData pd, inout float roughness) { vec3 localpos = (pd.parallaxmat * vec4(W, 1.0)).xyz; vec3 localray = (pd.parallaxmat * vec4(spec_dir, 0.0)).xyz; float dist; if (pd.p_parallax_type == PROBE_PARALLAX_BOX) { dist = line_unit_box_intersect_dist(localpos, localray); } else { dist = line_unit_sphere_intersect_dist(localpos, localray); } /* Use Distance in WS directly to recover intersection */ vec3 intersection = W + spec_dir * dist - pd.p_position; /* From Frostbite PBR Course * Distance based roughness * http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf */ float original_roughness = roughness; float linear_roughness = sqrt(roughness); float distance_roughness = saturate(dist * linear_roughness / length(intersection)); linear_roughness = mix(distance_roughness, linear_roughness, linear_roughness); roughness = linear_roughness * linear_roughness; float fac = saturate(original_roughness * 2.0 - 1.0); return mix(intersection, spec_dir, fac * fac); } float probe_attenuation(vec3 W, ProbeData pd) { vec3 localpos = (pd.influencemat * vec4(W, 1.0)).xyz; float fac; if (pd.p_atten_type == PROBE_ATTENUATION_BOX) { vec3 axes_fac = saturate(pd.p_atten_fac - pd.p_atten_fac * abs(localpos)); fac = min_v3(axes_fac); } else { fac = saturate(pd.p_atten_fac - pd.p_atten_fac * length(localpos)); } return fac; } vec3 eevee_surface_lit(vec3 world_normal, vec3 albedo, vec3 f0, float roughness, float ao) { roughness = clamp(roughness, 1e-8, 0.9999); float roughnessSquared = roughness * roughness; ShadingData sd; sd.N = normalize(world_normal); sd.V = (ProjectionMatrix[3][3] == 0.0) /* if perspective */ ? normalize(cameraPos - worldPosition) : cameraForward; sd.W = worldPosition; vec3 radiance = vec3(0.0); #ifdef HAIR_SHADER /* View facing normal */ vec3 norm_view = cross(sd.V, sd.N); norm_view = normalize(cross(norm_view, sd.N)); /* Normal facing view */ #endif /* Analytic Lights */ for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) { LightData ld = lights_data[i]; vec3 diff, spec; float vis = 1.0; sd.l_vector = ld.l_position - worldPosition; #ifndef HAIR_SHADER light_visibility(ld, sd, vis); #endif light_shade(ld, sd, albedo, roughnessSquared, f0, diff, spec); radiance += vis * (diff + spec) * ld.l_color; } #ifdef HAIR_SHADER sd.N = -norm_view; #endif /* Envmaps */ vec3 R = reflect(-sd.V, sd.N); vec3 spec_dir = get_specular_dominant_dir(sd.N, R, roughnessSquared); vec2 uv = lut_coords(dot(sd.N, sd.V), roughness); vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg; vec4 spec_accum = vec4(0.0); vec4 diff_accum = vec4(0.0); /* Specular probes */ /* Start at 1 because 0 is world probe */ for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999; ++i) { ProbeData pd = probes_data[i]; float dist_attenuation = probe_attenuation(sd.W, pd); if (dist_attenuation > 0.0) { float roughness_copy = roughness; vec3 sample_vec = probe_parallax_correction(sd.W, spec_dir, pd, roughness_copy); vec4 sample = textureLod_octahedron(probeCubes, vec4(sample_vec, i), roughness_copy * lodMax, lodMax).rgba; float influ_spec = min(dist_attenuation, (1.0 - spec_accum.a)); spec_accum.rgb += sample.rgb * influ_spec; spec_accum.a += influ_spec; } } /* 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 = (gd.localmat * vec4(sd.W, 1.0)).xyz; float fade = min(1.0, min_v3(1.0 - abs(localpos))); fade = saturate(fade * gd.g_atten_scale + gd.g_atten_bias); if (fade > 0.0) { localpos = localpos * 0.5 + 0.5; localpos = localpos * vec3(gd.g_resolution) - 0.5; vec3 localpos_floored = floor(localpos); vec3 trilinear_weight = fract(localpos); float weight_accum = 0.0; vec3 irradiance_accum = vec3(0.0); /* For each neighboor cells */ for (int i = 0; i < 8; ++i) { ivec3 offset = ivec3(i, i >> 1, i >> 2) & ivec3(1); vec3 cell_cos = clamp(localpos_floored + vec3(offset), vec3(0.0), vec3(gd.g_resolution) - 1.0); /* We need this because we render probes in world space (so we need light vector in WS). * And rendering them in local probe space is too much problem. */ vec3 ws_cell_location = gd.g_corner + (gd.g_increment_x * cell_cos.x + gd.g_increment_y * cell_cos.y + gd.g_increment_z * cell_cos.z); vec3 ws_point_to_cell = ws_cell_location - sd.W; vec3 ws_light = normalize(ws_point_to_cell); vec3 trilinear = mix(1 - trilinear_weight, trilinear_weight, offset); float weight = trilinear.x * trilinear.y * trilinear.z; /* Smooth backface test */ // weight *= sqrt(max(0.002, dot(ws_light, sd.N))); /* Avoid zero weight */ weight = max(0.00001, weight); vec3 color = get_cell_color(ivec3(cell_cos), gd.g_resolution, gd.g_offset, sd.N); weight_accum += weight; irradiance_accum += color * weight; } vec3 indirect_diffuse = irradiance_accum / weight_accum; float influ_diff = min(fade, (1.0 - diff_accum.a)); diff_accum.rgb += indirect_diffuse * influ_diff; diff_accum.a += influ_diff; /* For Debug purpose */ // return texture(irradianceGrid, sd.W.xy).rgb; } } /* World probe */ if (diff_accum.a < 1.0 && grid_count > 0) { IrradianceData ir_data = load_irradiance_cell(0, sd.N); vec3 diff = compute_irradiance(sd.N, ir_data); diff_accum.rgb += diff * (1.0 - diff_accum.a); } if (spec_accum.a < 1.0) { ProbeData pd = probes_data[0]; vec3 spec = textureLod_octahedron(probeCubes, vec4(spec_dir, 0), roughness * lodMax, lodMax).rgb; spec_accum.rgb += spec * (1.0 - spec_accum.a); } vec3 indirect_radiance = spec_accum.rgb * F_ibl(f0, brdf_lut) * float(specToggle) + diff_accum.rgb * albedo; return radiance + indirect_radiance * ao; }