Added UtsEvaluateBSDF_MatCapDiffuse;
Added UtsEvaluateBSDF_MatCapSpecular;
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@@ -19,7 +19,7 @@ float StepFeatherToon(float value,float step,float feather)
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return saturate((value - step + feather) / feather);
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}
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float3 ComputeSpecularTerm(float3 V, float3 L, UtsBSDFData bsdfData)
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float3 ComputeSpecularTerm(UtsBSDFData bsdfData, PreLightData preLightData, float3 V, float3 L)
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{
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#ifdef _PBR_MODE_OFF
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return 0;
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@@ -29,56 +29,51 @@ float3 ComputeSpecularTerm(float3 V, float3 L, UtsBSDFData bsdfData)
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float3 H = normalize(L + V);
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float NdotL = dot(N, L);
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float NdotV = dot(N, V);
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float clampedNdotV = ClampNdotV(NdotV);
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float clampedNdotL = saturate(NdotL);
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float flippedNdotL = ComputeWrappedDiffuseLighting(-NdotL, TRANSMISSION_WRAP_LIGHT);
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float diffuseNdotL = clampedNdotL;
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float LdotV = dot(L, V);
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float NdotH = saturate(dot(N, H));
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float HdotL = saturate(dot(H, L));
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float3 F = F_Schlick(bsdfData.fresnel0, bsdfData.fresnel90, HdotL);
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float clampedNdotV = ClampNdotV(preLightData.NdotV);
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float clampedNdotL = saturate(NdotL);
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float partLambdaV;
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float3 DV = 0;
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#ifdef _PBR_MODE_STANDARD
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partLambdaV = GetSmithJointGGXPartLambdaV(clampedNdotV, bsdfData.roughnessT);
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// We use abs(NdotL) to handle the none case of double sided
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DV = DV_SmithJointGGX(NdotH, abs(NdotL), clampedNdotV, bsdfData.roughnessT, partLambdaV);
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#ifdef _PBR_MODE_STANDARD
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partLambdaV = GetSmithJointGGXPartLambdaV(clampedNdotV, bsdfData.roughnessT);
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// We use abs(NdotL) to handle the none case of double sided
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DV = DV_SmithJointGGX(NdotH, abs(NdotL), clampedNdotV, bsdfData.roughnessT, partLambdaV);
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#elif _PBR_MODE_ANISOTROPY
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float TdotV = dot(bsdfData.tangentWS, V);
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float BdotV = dot(bsdfData.bitangentWS, V);
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ConvertAnisotropyToRoughness(bsdfData.perceptualRoughness, bsdfData.anisotropy, bsdfData.roughnessT, bsdfData.roughnessB);
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partLambdaV = GetSmithJointGGXAnisoPartLambdaV(TdotV, BdotV, clampedNdotV, bsdfData.roughnessT, bsdfData.roughnessB);
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// For anisotropy we must not saturate these values
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float TdotH = dot(bsdfData.tangentWS, H);
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float TdotL = dot(bsdfData.tangentWS, L);
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float BdotH = dot(bsdfData.bitangentWS, H);
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float BdotL = dot(bsdfData.bitangentWS, L);
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#elif _PBR_MODE_ANISOTROPY
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float TdotV = dot(bsdfData.tangentWS, V);
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float BdotV = dot(bsdfData.bitangentWS, V);
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ConvertAnisotropyToRoughness(bsdfData.perceptualRoughness, bsdfData.anisotropy, bsdfData.roughnessT, bsdfData.roughnessB);
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partLambdaV = GetSmithJointGGXAnisoPartLambdaV(TdotV, BdotV, clampedNdotV, bsdfData.roughnessT, bsdfData.roughnessB);
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// For anisotropy we must not saturate these values
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float TdotH = dot(bsdfData.tangentWS, H);
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float TdotL = dot(bsdfData.tangentWS, L);
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float BdotH = dot(bsdfData.bitangentWS, H);
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float BdotL = dot(bsdfData.bitangentWS, L);
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// We use abs(NdotL) to handle the none case of double sided
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DV = DV_SmithJointGGXAniso(TdotH, BdotH, NdotH, clampedNdotV, TdotL, BdotL, abs(NdotL), bsdfData.roughnessT, bsdfData.roughnessB, partLambdaV);
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// We use abs(NdotL) to handle the none case of double sided
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DV = DV_SmithJointGGXAniso(TdotH, BdotH, NdotH, clampedNdotV, TdotL, BdotL, abs(NdotL), bsdfData.roughnessT, bsdfData.roughnessB, partLambdaV);
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#elif _PBR_MODE_HAIR
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float3 t = ShiftTangent(bsdfData.bitangentWS, N, bsdfData.anisotropy);
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float specularExponent = RoughnessToBlinnPhongSpecularExponent(PerceptualRoughnessToRoughness(bsdfData.coatRoughness));
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DV = D_KajiyaKay(t, H, specularExponent);
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#elif _PBR_MODE_HAIR
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float3 t = ShiftTangent(bsdfData.bitangentWS, N, bsdfData.anisotropy);
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float specularExponent = RoughnessToBlinnPhongSpecularExponent(PerceptualRoughnessToRoughness(bsdfData.coatRoughness));
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DV = D_KajiyaKay(t, H, specularExponent);
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float normalizeSpec = DV * rcp(specularExponent + 2) * 2 * PI;
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//DV *= StepFeatherToon(normalizeSpec,specularStep,specularFeather);
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DV = DV * normalizeSpec * _KKColor.rgb;
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#elif _PBR_MODE_TOON
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float specularExponent = RoughnessToBlinnPhongSpecularExponent(PerceptualRoughnessToRoughness(bsdfData.perceptualRoughness));
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specTerm = pow(NdotH, 5.0 * specularExponent);
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specTerm = StepFeatherToon(specTerm, _ToonSpecularStep, _ToonSpecularFeather);
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return specTerm * ColorSpaceDielectricSpec.rgb * clampedNdotL;
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#endif
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float normalizeSpec = DV * rcp(specularExponent + 2) * 2 * PI;
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//DV *= StepFeatherToon(normalizeSpec,specularStep,specularFeather);
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DV = DV * normalizeSpec * _KKColor.rgb;
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#elif _PBR_MODE_TOON
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float specularExponent = RoughnessToBlinnPhongSpecularExponent(PerceptualRoughnessToRoughness(bsdfData.perceptualRoughness));
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DV = pow(NdotH, 5.0 * specularExponent);
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DV = StepFeatherToon(DV, _ToonSpecularStep, _ToonSpecularFeather);
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//specTerm = pow(NdotH, 5.0 * specularExponent);
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//specTerm = StepFeatherToon(specTerm, _ToonSpecularStep, _ToonSpecularFeather);
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//return specTerm * ColorSpaceDielectricSpec.rgb * clampedNdotL;
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#endif
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specTerm = DV * F;
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specTerm = DV * preLightData.specularFGD;
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specTerm = specTerm * clampedNdotL;
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return specTerm;
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