Based on http://jcgt.org/published/0008/01/03/ This is a simple trick that does *not* have a huge performance impact but does work pretty well. It just modifies the Fresnel term to account for the multibounce energy loss (coloration). However this makes the shader variations count double. To avoid this we use a uniform and pass the multiscatter use flag inside the sign of f90. This is a bit hacky but avoids many code duplication. This uses the simplification proposed by McAuley in A Journey Through Implementing Multiscattering BRDFs and Area Lights This does not handle area light differently than the IBL case but that's already an issue in current implementation. This is related to T68460. Reviewed By: brecht Differential Revision: https://developer.blender.org/D8912
25 lines
923 B
GLSL
25 lines
923 B
GLSL
#ifndef VOLUMETRICS
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void node_bsdf_glossy(
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vec4 color, float roughness, vec3 N, float use_multiscatter, float ssr_id, out Closure result)
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{
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N = normalize(N);
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vec3 out_spec, ssr_spec;
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eevee_closure_glossy(N,
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vec3(1.0),
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use_multiscatter != 0.0 ? vec3(1.0) : vec3(-1.0), /* HACK */
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int(ssr_id),
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roughness,
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1.0,
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true,
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out_spec,
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ssr_spec);
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vec3 vN = mat3(ViewMatrix) * N;
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result = CLOSURE_DEFAULT;
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result.radiance = render_pass_glossy_mask(vec3(1.0), out_spec) * color.rgb;
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closure_load_ssr_data(ssr_spec * color.rgb, roughness, N, viewCameraVec, int(ssr_id), result);
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}
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#else
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/* Stub glossy because it is not compatible with volumetrics. */
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# define node_bsdf_glossy(a, b, c, d, e, result) (result = CLOSURE_DEFAULT)
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#endif
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