Merge pull request #11807 from tagcup/roughness_metallic_limiting_cases

Fix the condition when specular light calculation is avoided (should …
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Juan Linietsky 2017-10-21 13:44:41 -03:00 committed by GitHub
commit a2a4f9a62a

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@ -959,80 +959,82 @@ LIGHT_SHADER_CODE
float NdotV = dot(N, V);
float cNdotV = max(NdotV, 0.0);
if (metallic < 1.0) {
#if defined(DIFFUSE_OREN_NAYAR)
vec3 diffuse_brdf_NL;
vec3 diffuse_brdf_NL;
#else
float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
#endif
#if defined(DIFFUSE_LAMBERT_WRAP)
//energy conserving lambert wrap shader
diffuse_brdf_NL = max(0.0,(NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
//energy conserving lambert wrap shader
diffuse_brdf_NL = max(0.0,(NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
#elif defined(DIFFUSE_OREN_NAYAR)
{
// see http://mimosa-pudica.net/improved-oren-nayar.html
float LdotV = dot(L, V);
{
// see http://mimosa-pudica.net/improved-oren-nayar.html
float LdotV = dot(L, V);
float s = LdotV - NdotL * NdotV;
float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
float s = LdotV - NdotL * NdotV;
float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
float sigma2 = roughness * roughness; // TODO: this needs checking
vec3 A = 1.0 + sigma2 * (- 0.5 / (sigma2 + 0.33) + 0.17*diffuse_color / (sigma2 + 0.13) );
float B = 0.45 * sigma2 / (sigma2 + 0.09);
float sigma2 = roughness * roughness; // TODO: this needs checking
vec3 A = 1.0 + sigma2 * (- 0.5 / (sigma2 + 0.33) + 0.17*diffuse_color / (sigma2 + 0.13) );
float B = 0.45 * sigma2 / (sigma2 + 0.09);
diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
}
diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
}
#elif defined(DIFFUSE_TOON)
diffuse_brdf_NL = smoothstep(-roughness,max(roughness,0.01),NdotL);
diffuse_brdf_NL = smoothstep(-roughness,max(roughness,0.01),NdotL);
#elif defined(DIFFUSE_BURLEY)
{
{
vec3 H = normalize(V + L);
float cLdotH = max(0.0,dot(L, H));
vec3 H = normalize(V + L);
float cLdotH = max(0.0,dot(L, H));
float FD90 = 0.5 + 2.0 * cLdotH * cLdotH * roughness;
float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotV);
float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotL);
diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
/*
float energyBias = mix(roughness, 0.0, 0.5);
float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
float fd90 = energyBias + 2.0 * VoH * VoH * roughness;
float f0 = 1.0;
float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0);
float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0);
float FD90 = 0.5 + 2.0 * cLdotH * cLdotH * roughness;
float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotV);
float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotL);
diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
/*
float energyBias = mix(roughness, 0.0, 0.5);
float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
float fd90 = energyBias + 2.0 * VoH * VoH * roughness;
float f0 = 1.0;
float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0);
float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0);
diffuse_brdf_NL = lightScatter * viewScatter * energyFactor;*/
}
diffuse_brdf_NL = lightScatter * viewScatter * energyFactor;*/
}
#else
//lambert
diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
//lambert
diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
#endif
#if defined(TRANSMISSION_USED)
diffuse_light += light_color * diffuse_color * mix(vec3(diffuse_brdf_NL), vec3(M_PI), transmission) * attenuation;
diffuse_light += light_color * diffuse_color * mix(vec3(diffuse_brdf_NL), vec3(M_PI), transmission) * attenuation;
#else
diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation;
diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation;
#endif
#if defined(LIGHT_USE_RIM)
float rim_light = pow(1.0-cNdotV, (1.0-roughness)*16.0);
diffuse_light += rim_light * rim * mix(vec3(1.0),diffuse_color,rim_tint) * light_color;
float rim_light = pow(1.0-cNdotV, (1.0-roughness)*16.0);
diffuse_light += rim_light * rim * mix(vec3(1.0),diffuse_color,rim_tint) * light_color;
#endif
}
if (roughness > 0.0) {
if (roughness < 1.0) {
// D
@ -1099,21 +1101,22 @@ LIGHT_SHADER_CODE
#endif
#if defined(LIGHT_USE_CLEARCOAT)
if (clearcoat_gloss > 0.0) {
# if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN)
vec3 H = normalize(V + L);
vec3 H = normalize(V + L);
# endif
# if !defined(SPECULAR_SCHLICK_GGX)
float cNdotH = max(dot(N,H), 0.0);
float cLdotH = max(dot(L,H), 0.0);
float cLdotH5 = SchlickFresnel(cLdotH);
float cNdotH = max(dot(N,H), 0.0);
float cLdotH = max(dot(L,H), 0.0);
float cLdotH5 = SchlickFresnel(cLdotH);
#endif
float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
float Fr = mix(.04, 1.0, cLdotH5);
float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
float Fr = mix(.04, 1.0, cLdotH5);
float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
specular_light += .25*clearcoat*Gr*Fr*Dr;
specular_light += .25*clearcoat*Gr*Fr*Dr;
}
#endif
}
@ -1985,7 +1988,7 @@ FRAGMENT_SHADER_CODE
//energy conservation
diffuse_light *= 1.0-metallic; // TODO: avoid diffuse and ambient light calculations when metallic == 1
diffuse_light *= 1.0-metallic; // TODO: avoid all diffuse and ambient light calculations when metallic == 1 up to this point
ambient_light *= 1.0-metallic;