// Copyright 2020 Google LLC struct VSInput { float3 Pos; float3 Normal; float2 UV; float4 Tangent; }; struct VSOutput { float4 Pos : SV_POSITION; float3 WorldPos; float3 Normal; float2 UV; float3 Tangent; }; struct UBO { float4x4 projection; float4x4 model; float4x4 view; float3 camPos; }; ConstantBuffer ubo; struct UBOParams { float4 lights[4]; float exposure; float gamma; }; ConstantBuffer uboParams; SamplerCube samplerIrradiance; Sampler2D samplerBRDFLUT; SamplerCube prefilteredMapSampler; Sampler2D albedoMapSampler; Sampler2D normalMapSampler; Sampler2D aoMapSampler; Sampler2D metallicMapSampler; Sampler2D roughnessMapSampler; #define PI 3.1415926535897932384626433832795 #define ALBEDO(uv) pow(albedoMapSampler.Sample(uv).rgb, float3(2.2, 2.2, 2.2)) // 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 = prefilteredMapSampler.SampleLevel(R, lodf).rgb; float3 b = prefilteredMapSampler.SampleLevel(R, lodc).rgb; return lerp(a, b, lod - lodf); } float3 specularContribution(float2 inUV, 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(inUV) / PI + spec) * dotNL; } return color; } float3 calculateNormal(VSOutput input) { float3 tangentNormal = normalMapSampler.Sample(input.UV).xyz * 2.0 - 1.0; float3 N = normalize(input.Normal); float3 T = normalize(input.Tangent); float3 B = normalize(cross(N, T)); float3x3 TBN = transpose(float3x3(T, B, N)); return normalize(mul(TBN, tangentNormal)); } [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; float3 locPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz; output.WorldPos = locPos; output.Normal = mul((float3x3)ubo.model, input.Normal); output.Tangent = mul((float3x3)ubo.model, input.Tangent.xyz); output.UV = input.UV; output.Pos = mul(ubo.projection, mul(ubo.view, float4(output.WorldPos, 1.0))); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { float3 N = calculateNormal(input); float3 V = normalize(ubo.camPos - input.WorldPos); float3 R = reflect(-V, N); float metallic = metallicMapSampler.Sample(input.UV).r; float roughness = roughnessMapSampler.Sample(input.UV).r; float3 F0 = float3(0.04, 0.04, 0.04); F0 = lerp(F0, ALBEDO(input.UV), 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(input.UV, L, V, N, F0, metallic, roughness); } float2 brdf = samplerBRDFLUT.Sample(float2(max(dot(N, V), 0.0), roughness)).rg; float3 reflection = prefilteredReflection(R, roughness).rgb; float3 irradiance = samplerIrradiance.Sample(N).rgb; // Diffuse based on irradiance float3 diffuse = irradiance * ALBEDO(input.UV); 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) * aoMapSampler.Sample(input.UV).rrr; 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); }