Continued work on basic PBR example

This commit is contained in:
saschawillems 2017-02-26 18:57:41 +01:00
parent d1c07df7c0
commit ed6451a956
9 changed files with 209 additions and 251 deletions

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@ -1,9 +1,5 @@
#version 450
layout (binding = 1) uniform samplerCube envmap;
layout (binding = 2) uniform samplerCube envmapibldiff;
layout (binding = 3) uniform samplerCube envmapiblrefl;
layout (location = 0) in vec3 inWorldPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
@ -16,6 +12,10 @@ layout (binding = 0) uniform UBO
vec3 camPos;
} ubo;
layout (binding = 1) uniform UBOShared {
vec4 lights[4];
} uboParams;
layout (location = 0) out vec4 outColor;
layout(push_constant) uniform PushConsts {
@ -30,117 +30,98 @@ const float PI = 3.14159265359;
//#define ROUGHNESS_PATTERN 1
// Fresnel ------------------------------------------------------------------------
float fresnelSchlick(float ct, float F0)
vec3 materialcolor()
{
return F0 + (1.0 - F0) * pow(1.0 - ct, 5.0);
return vec3(material.r, material.g, material.b);
}
// Normal distribution functions ---------------------------------------------------
float NDF_blinnPhong(float dotNH, float alphaSqr)
{
return 1.0 / (PI * alphaSqr) * pow(dotNH, 2.0 / alphaSqr - 2.0);
}
float NDF_beckmann(float dotNH, float alphaSqr)
{
float dotNH2 = dotNH * dotNH;
return 1.0 / (PI * alphaSqr * dotNH2 * dotNH2) * exp((dotNH2 - 1.0) / (alphaSqr * dotNH2));
}
float NDF_GGX(float dotNH, float alphaSqr)
{
return alphaSqr / (PI * pow(dotNH * dotNH * (alphaSqr - 1.0) + 1.0, 2.0));
}
// Geometry visibility functions ---------------------------------------------------
float GEOM_SchlickSmith(float dotNL, float dotNV, float alpha)
{
//float k = alpha * sqrt(2.0 / PI);
float k = pow(0.8 + 0.5 * alpha, 2.0) / 2.0;
float GL = 1.0 / (dotNL * (1.0 - k) + k);
float GV = 1.0 / (dotNV * (1.0 - k) + k);
return GL * GV;
}
float PBR_Shade(vec3 N, vec3 V, vec3 L, float roughness, float F0)
// Normal Distribution function --------------------------------------
float D_GGX(float dotNH, float roughness)
{
float alpha = roughness * roughness;
float alphaSqr = alpha * alpha;
float alpha2 = alpha * alpha;
float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0;
return (alpha2)/(PI * denom*denom);
}
// Geometric Shadowing function --------------------------------------
float G_SchlickmithGGX(float dotNL, float dotNV, float roughness)
{
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float GL = dotNL / (dotNL * (1.0 - k) + k);
float GV = dotNV / (dotNV * (1.0 - k) + k);
return GL * GV;
}
// Fresnel function ----------------------------------------------------
vec3 F_Schlick(float cosTheta, float metallic)
{
vec3 F0 = mix(vec3(0.04), materialcolor(), metallic); // * material.specular
vec3 F = F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
return F;
}
// Specular BRDF composition --------------------------------------------
vec3 BRDF(vec3 L, vec3 V, vec3 N, float metallic, float roughness)
{
// Precalculate vectors and dot products
vec3 H = normalize (V + L);
float dotNL = clamp(dot(N, L), 0.0, 1.0);
float dotNV = clamp(dot(N, V), 0.0, 1.0);
float dotNH = clamp(dot(N, H), 0.0, 1.0);
float dotNL = clamp(dot(N, L), 0.0, 1.0);
float dotLH = clamp(dot(L, H), 0.0, 1.0);
float dotNH = clamp(dot(N, H), 0.0, 1.0);
// Normal distribution
float Di = NDF_GGX(dotNH, alphaSqr);
// Fresnel
float Fs = fresnelSchlick(dotNV, F0);
// Visibility term
float Vs = GEOM_SchlickSmith(dotNL, dotNV, alpha);
// Light color fixed
vec3 lightColor = vec3(1.0);
return Di * Fs * Vs;
vec3 color = vec3(0.0);
if (dotNL > 0.0)
{
float rroughness = max(0.05, roughness);
// D = Normal distribution (Distribution of the microfacets)
float D = D_GGX(dotNH, roughness);
// G = Geometric shadowing term (Microfacets shadowing)
float G = G_SchlickmithGGX(dotNL, dotNV, roughness);
// F = Fresnel factor (Reflectance depending on angle of incidence)
vec3 F = F_Schlick(dotNV, metallic);
vec3 spec = D * F * G / (4.0 * dotNL * dotNV);
color += spec * dotNL * lightColor;
}
return color;
}
// ----------------------------------------------------------------------------
void main()
{
// Partially based on https://www.shadertoy.com/view/XsfXWX by Alexander Alekseev (https://github.com/tdmaav)
// One fixed light source
vec3 lightPos = vec3(-10.0f, -10.0f, 10.0f);
// Take light color from environment map
vec3 lightColor = texture(envmapiblrefl, vec3(0.5)).xyz;
{
vec3 N = normalize(inNormal);
vec3 V = normalize(ubo.camPos - inWorldPos);
vec3 L = normalize(lightPos - inWorldPos);
vec3 R = reflect(-V, N);
// Store material values for quick testing/changing inside the shader
float roughness = material.roughness;
float metallic = material.metallic;
// Add striped pattern to roughness based on vertex position
#ifdef ROUGHNESS_PATTERN
roughness = max(roughness, step(fract(inWorldPos.y * 2.02), 0.5));
#endif
// Get IBL components from cube maps
vec3 IBLdiffuse = texture(envmapibldiff, inNormal).rgb;
vec3 IBLreflection = texture(envmapiblrefl, inNormal).rgb;
// Specular contribution
vec3 Lo = vec3(0.0);
for (int i = 0; i < uboParams.lights.length(); i++) {
vec3 L = normalize(uboParams.lights[i].xyz - inWorldPos);
Lo += BRDF(L, V, N, material.metallic, roughness);
};
// Fresnel part
float fresnel = pow(max(1.0 - abs(dot(N, V)), 0.0), 1.5f + roughness);
// Reflection part
// Combine with ambient
vec3 color = materialcolor() * 0.02;
color += Lo;
// Select mip level based on roughness
ivec2 dim = textureSize(envmap, 0);
float nummips = log2(max(dim.s, dim.y));
vec3 reflection = texture(envmap, R).xyz;
reflection = textureLod(envmap, R, max(roughness * nummips, textureQueryLod(envmap, R).y)).rgb;
reflection = mix(reflection, IBLreflection, (1.0-fresnel) * roughness);
reflection = mix(reflection, IBLreflection, roughness);
// Specular part
// F0 based on metallic factor of material
vec3 F0 = vec3(0.04);
F0 = mix(F0, lightColor, material.metallic);
vec3 spec = lightColor * PBR_Shade(N, V, L, roughness, F0.r);
reflection -= spec;
// Diffuse part
vec3 matColor = vec3(material.r, material.g, material.b);
vec3 diffuse = mix(IBLdiffuse * matColor, reflection, fresnel);
// Gamma correct
color = pow(color, vec3(0.4545));
// Final output mixes based on material metalness
outColor.rgb = mix(diffuse, reflection, metallic) + spec;
outColor = vec4(color, 1.0);
}

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@ -1,12 +0,0 @@
#version 450
layout (binding = 1) uniform samplerCube samplerEnv;
layout (location = 0) in vec3 inUVW;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = texture(samplerEnv, inUVW);
}

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@ -1,27 +0,0 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec3 outUVW;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUVW = inPos;
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
}

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