Merge pull request #11733 from tagcup/env_brdf

Fix environmental BRDF.
This commit is contained in:
Juan Linietsky 2017-09-30 22:03:13 -03:00 committed by GitHub
commit 0c82d113ed

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@ -1944,18 +1944,19 @@ FRAGMENT_SHADER_CODE
//simplify for toon, as
specular_light *= specular * metallic * albedo * 2.0;
#else
//brdf approximation (Lazarov 2013)
float ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
vec3 dielectric = vec3(0.034) * specular * 2.0;
//energy conservation
vec3 f0 = mix(dielectric, albedo, metallic);
vec3 dielectric = vec3(0.034) * specular * 2.0;
vec3 specular_color = mix(dielectric, albedo, metallic);
// Environment brdf approximation (Lazarov 2013)
// see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
const vec4 c1 = vec4( 1.0, 0.0425, 1.04, -0.04);
vec4 r = roughness * c0 + c1;
float ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
float a004 = min( r.x * r.x, exp2( -9.28 * ndotv ) ) * r.x + r.y;
vec2 brdf = vec2( -1.04, 1.04 ) * a004 + r.zw;
vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;
specular_light *= min(1.0,50.0 * f0.g) * brdf.y + brdf.x * f0;
specular_light *= AB.x * specular_color + AB.y;
#endif
}