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/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include "node_fresnel.h"
#include "stdcycles.h"
shader node_glossy_bsdf(color Color = 0.8,
string distribution = "GGX",
float Roughness = 0.2,
normal Normal = N,
output closure color BSDF = 0)
{
float roughness = Roughness * Roughness;
if (distribution == "sharp")
BSDF = Color * reflection(Normal);
else if (distribution == "beckmann")
BSDF = Color * microfacet_beckmann(Normal, roughness);
else if (distribution == "GGX")
BSDF = Color * microfacet_ggx(Normal, roughness);
else if (distribution == "Multiscatter GGX")
BSDF = Color * microfacet_multi_ggx(Normal, roughness, Color);
else
BSDF = Color * ashikhmin_shirley(Normal, vector(0, 0, 0), roughness, roughness);
}
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