// Copyright 2020 Google LLC struct VSOutput { [[vk::location(0)]] float3 WorldPos : POSITION0; [[vk::location(1)]] float3 Normal : NORMAL0; [[vk::location(2)]] float2 UV : TEXCOORD0; }; struct UBO { float4x4 projection; float4x4 model; float4x4 view; float3 camPos; }; cbuffer ubo : register(b0) { UBO ubo; } struct UBOParams { float4 lights[4]; float exposure; float gamma; }; cbuffer uboParams : register(b1) { UBOParams uboParams; }; struct PushConsts { [[vk::offset(12)]] float roughness; [[vk::offset(16)]] float metallic; [[vk::offset(20)]] float specular; [[vk::offset(24)]] float r; [[vk::offset(28)]] float g; [[vk::offset(32)]] float b; }; [[vk::push_constant]] PushConsts material; TextureCube textureIrradiance : register(t2); SamplerState samplerIrradiance : register(s2); Texture2D textureBRDFLUT : register(t3); SamplerState samplerBRDFLUT : register(s3); TextureCube prefilteredMapTexture : register(t4); SamplerState prefilteredMapSampler : register(s4); #define PI 3.1415926535897932384626433832795 #define ALBEDO float3(material.r, material.g, material.b) // From http://filmicgames.com/archives/75 float3 Uncharted2Tonemap(float3 x) { float A = 0.15; float B = 0.50; float C = 0.10; float D = 0.20; float E = 0.02; float F = 0.30; return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F; } // Normal Distribution function -------------------------------------- float D_GGX(float dotNH, float roughness) { float alpha = roughness * roughness; float alpha2 = alpha * alpha; float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0; return (alpha2)/(PI * denom*denom); } // Geometric Shadowing function -------------------------------------- float G_SchlicksmithGGX(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 ---------------------------------------------------- float3 F_Schlick(float cosTheta, float3 F0) { return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0); } float3 F_SchlickR(float cosTheta, float3 F0, float roughness) { return F0 + (max((1.0 - roughness).xxx, F0) - F0) * pow(1.0 - cosTheta, 5.0); } float3 prefilteredReflection(float3 R, float roughness) { const float MAX_REFLECTION_LOD = 9.0; // todo: param/const float lod = roughness * MAX_REFLECTION_LOD; float lodf = floor(lod); float lodc = ceil(lod); float3 a = prefilteredMapTexture.SampleLevel(prefilteredMapSampler, R, lodf).rgb; float3 b = prefilteredMapTexture.SampleLevel(prefilteredMapSampler, R, lodc).rgb; return lerp(a, b, lod - lodf); } float3 specularContribution(float3 L, float3 V, float3 N, float3 F0, float metallic, float roughness) { // Precalculate vectors and dot products float3 H = normalize (V + L); float dotNH = clamp(dot(N, H), 0.0, 1.0); float dotNV = clamp(dot(N, V), 0.0, 1.0); float dotNL = clamp(dot(N, L), 0.0, 1.0); // Light color fixed float3 lightColor = float3(1.0, 1.0, 1.0); float3 color = float3(0.0, 0.0, 0.0); if (dotNL > 0.0) { // D = Normal distribution (Distribution of the microfacets) float D = D_GGX(dotNH, roughness); // G = Geometric shadowing term (Microfacets shadowing) float G = G_SchlicksmithGGX(dotNL, dotNV, roughness); // F = Fresnel factor (Reflectance depending on angle of incidence) float3 F = F_Schlick(dotNV, F0); float3 spec = D * F * G / (4.0 * dotNL * dotNV + 0.001); float3 kD = (float3(1.0, 1.0, 1.0) - F) * (1.0 - metallic); color += (kD * ALBEDO / PI + spec) * dotNL; } return color; } float4 main(VSOutput input) : SV_TARGET { float3 N = normalize(input.Normal); float3 V = normalize(ubo.camPos - input.WorldPos); float3 R = reflect(-V, N); float metallic = material.metallic; float roughness = material.roughness; float3 F0 = float3(0.04, 0.04, 0.04); F0 = lerp(F0, ALBEDO, metallic); float3 Lo = float3(0.0, 0.0, 0.0); for(int i = 0; i < 4; i++) { float3 L = normalize(uboParams.lights[i].xyz - input.WorldPos); Lo += specularContribution(L, V, N, F0, metallic, roughness); } float2 brdf = textureBRDFLUT.Sample(samplerBRDFLUT, float2(max(dot(N, V), 0.0), roughness)).rg; float3 reflection = prefilteredReflection(R, roughness).rgb; float3 irradiance = textureIrradiance.Sample(samplerIrradiance, N).rgb; // Diffuse based on irradiance float3 diffuse = irradiance * ALBEDO; float3 F = F_SchlickR(max(dot(N, V), 0.0), F0, roughness); // Specular reflectance float3 specular = reflection * (F * brdf.x + brdf.y); // Ambient part float3 kD = 1.0 - F; kD *= 1.0 - metallic; float3 ambient = (kD * diffuse + specular); float3 color = ambient + Lo; // Tone mapping color = Uncharted2Tonemap(color * uboParams.exposure); color = color * (1.0f / Uncharted2Tonemap((11.2f).xxx)); // Gamma correction color = pow(color, (1.0f / uboParams.gamma).xxx); return float4(color, 1.0); }