Eevee: Add support for common BSDFs.

Add Diffuse BSDF, and Glossy.

Also Use World normal instead of view normal as input.
This commit is contained in:
2017-07-06 13:31:36 +02:00
parent a69e3c9ee1
commit e5462421c0
10 changed files with 194 additions and 25 deletions

View File

@@ -299,4 +299,179 @@ vec3 eevee_surface_clearcoat_lit(
out_light += diff_accum.rgb * albedo * gtao_multibounce(final_ao, albedo);
return out_light;
}
}
/* ----------- Diffuse ----------- */
vec3 eevee_surface_diffuse_lit(vec3 N, vec3 albedo, float ao)
{
vec3 V = cameraVec;
N = normalize(N);
vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
/* ---------------- SCENE LAMPS LIGHTING ----------------- */
#ifdef HAIR_SHADER
vec3 norm_view = cross(V, N);
norm_view = normalize(cross(norm_view, N)); /* Normal facing view */
#endif
vec3 diff = vec3(0.0);
for (int i = 0; i < MAX_LIGHT && i < light_count; ++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);
vec3 l_color_vis = ld.l_color * light_visibility(ld, worldPosition, l_vector);
#ifdef HAIR_SHADER
vec3 norm_lamp, view_vec;
float occlu_trans, occlu;
light_hair_common(ld, N, V, l_vector, norm_view, occlu_trans, occlu, norm_lamp, view_vec);
diff += l_color_vis * light_diffuse(ld, -norm_lamp, V, l_vector) * occlu_trans;
#else
diff += l_color_vis * light_diffuse(ld, N, V, l_vector);
#endif
}
/* Accumulate outgoing radiance */
vec3 out_light = diff * albedo;
#ifdef HAIR_SHADER
N = -norm_view;
#endif
/* ---------------- DIFFUSE ENVIRONMENT LIGHTING ----------------- */
/* Ambient Occlusion */
vec3 bent_normal;
float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);
/* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
vec4 diff_accum = vec4(0.0);
/* 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;
float fade = probe_attenuation_grid(gd, 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 && grid_count > 0) {
vec3 diff = probe_evaluate_world_diff(bent_normal);
accumulate_light(diff, 1.0, diff_accum);
}
out_light += diff_accum.rgb * albedo * gtao_multibounce(final_ao, albedo);
return out_light;
}
/* ----------- Glossy ----------- */
vec3 eevee_surface_glossy_lit(vec3 N, vec3 f0, float roughness, float ao)
{
roughness = clamp(roughness, 1e-8, 0.9999);
float roughnessSquared = roughness * roughness;
vec3 V = cameraVec;
N = normalize(N);
vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
/* ---------------- SCENE LAMPS LIGHTING ----------------- */
#ifdef HAIR_SHADER
vec3 norm_view = cross(V, N);
norm_view = normalize(cross(norm_view, N)); /* Normal facing view */
#endif
vec3 spec = vec3(0.0);
for (int i = 0; i < MAX_LIGHT && i < light_count; ++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);
vec3 l_color_vis = ld.l_color * light_visibility(ld, worldPosition, l_vector);
#ifdef HAIR_SHADER
vec3 norm_lamp, view_vec;
float occlu_trans, occlu;
light_hair_common(ld, N, V, l_vector, norm_view, occlu_trans, occlu, norm_lamp, view_vec);
spec += l_color_vis * light_specular(ld, N, view_vec, l_vector, roughnessSquared, f0) * occlu;
#else
spec += l_color_vis * light_specular(ld, N, V, l_vector, roughnessSquared, f0);
#endif
}
/* Accumulate outgoing radiance */
vec3 out_light = spec * float(specToggle);
#ifdef HAIR_SHADER
N = -norm_view;
#endif
/* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */
/* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
vec4 spec_accum = vec4(0.0);
/* Planar Reflections */
for (int i = 0; i < MAX_PLANAR && i < planar_count && spec_accum.a < 0.999; ++i) {
PlanarData pd = planars_data[i];
float fade = probe_attenuation_planar(pd, worldPosition, N);
if (fade > 0.0) {
vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.r, cameraPos, roughness, fade);
accumulate_light(spec, fade, spec_accum);
}
}
/* Specular probes */
vec3 spec_dir = get_specular_dominant_dir(N, V, roughnessSquared);
/* Starts at 1 because 0 is world probe */
for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999; ++i) {
CubeData cd = probes_data[i];
float fade = probe_attenuation_cube(cd, worldPosition);
if (fade > 0.0) {
vec3 spec = probe_evaluate_cube(float(i), cd, worldPosition, spec_dir, roughness);
accumulate_light(spec, fade, spec_accum);
}
}
/* World Specular */
if (spec_accum.a < 0.999) {
vec3 spec = probe_evaluate_world_spec(spec_dir, roughness);
accumulate_light(spec, 1.0, spec_accum);
}
/* Ambient Occlusion */
vec3 bent_normal;
float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);
/* Get Brdf intensity */
vec2 uv = lut_coords(dot(N, V), roughness);
vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
out_light += spec_accum.rgb * F_ibl(f0, brdf_lut) * specular_occlusion(dot(N, V), final_ao, roughness) * float(specToggle);
return out_light;
}