198 lines
No EOL
5.3 KiB
Text
198 lines
No EOL
5.3 KiB
Text
// Copyright 2020 Google LLC
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struct VSInput
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{
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float3 Pos;
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float3 Normal;
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float2 UV;
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float4 Tangent;
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};
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float3 WorldPos;
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float3 Normal;
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float2 UV;
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float3 Tangent;
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};
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struct UBO {
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float4x4 projection;
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float4x4 model;
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float4x4 view;
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float3 camPos;
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};
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ConstantBuffer<UBO> ubo;
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struct UBOParams {
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float4 lights[4];
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float exposure;
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float gamma;
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};
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ConstantBuffer<UBOParams> uboParams;
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SamplerCube samplerIrradiance;
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Sampler2D samplerBRDFLUT;
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SamplerCube prefilteredMapSampler;
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Sampler2D albedoMapSampler;
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Sampler2D normalMapSampler;
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Sampler2D aoMapSampler;
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Sampler2D metallicMapSampler;
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Sampler2D roughnessMapSampler;
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#define PI 3.1415926535897932384626433832795
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#define ALBEDO(uv) pow(albedoMapSampler.Sample(uv).rgb, float3(2.2, 2.2, 2.2))
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// From http://filmicgames.com/archives/75
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float3 Uncharted2Tonemap(float3 x)
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{
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float A = 0.15;
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float B = 0.50;
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float C = 0.10;
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float D = 0.20;
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float E = 0.02;
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float F = 0.30;
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return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;
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}
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// Normal Distribution function --------------------------------------
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float D_GGX(float dotNH, float roughness)
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{
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float alpha = roughness * roughness;
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float alpha2 = alpha * alpha;
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float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0;
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return (alpha2)/(PI * denom*denom);
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}
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// Geometric Shadowing function --------------------------------------
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float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness)
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{
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float r = (roughness + 1.0);
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float k = (r*r) / 8.0;
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float GL = dotNL / (dotNL * (1.0 - k) + k);
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float GV = dotNV / (dotNV * (1.0 - k) + k);
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return GL * GV;
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}
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// Fresnel function ----------------------------------------------------
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float3 F_Schlick(float cosTheta, float3 F0)
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{
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return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
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}
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float3 F_SchlickR(float cosTheta, float3 F0, float roughness)
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{
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return F0 + (max((1.0 - roughness).xxx, F0) - F0) * pow(1.0 - cosTheta, 5.0);
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}
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float3 prefilteredReflection(float3 R, float roughness)
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{
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const float MAX_REFLECTION_LOD = 9.0; // todo: param/const
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float lod = roughness * MAX_REFLECTION_LOD;
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float lodf = floor(lod);
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float lodc = ceil(lod);
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float3 a = prefilteredMapSampler.SampleLevel(R, lodf).rgb;
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float3 b = prefilteredMapSampler.SampleLevel(R, lodc).rgb;
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return lerp(a, b, lod - lodf);
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}
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float3 specularContribution(float2 inUV, float3 L, float3 V, float3 N, float3 F0, float metallic, float roughness)
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{
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// Precalculate vectors and dot products
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float3 H = normalize (V + L);
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float dotNH = clamp(dot(N, H), 0.0, 1.0);
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float dotNV = clamp(dot(N, V), 0.0, 1.0);
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float dotNL = clamp(dot(N, L), 0.0, 1.0);
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// Light color fixed
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float3 lightColor = float3(1.0, 1.0, 1.0);
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float3 color = float3(0.0, 0.0, 0.0);
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if (dotNL > 0.0) {
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// D = Normal distribution (Distribution of the microfacets)
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float D = D_GGX(dotNH, roughness);
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// G = Geometric shadowing term (Microfacets shadowing)
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float G = G_SchlicksmithGGX(dotNL, dotNV, roughness);
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// F = Fresnel factor (Reflectance depending on angle of incidence)
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float3 F = F_Schlick(dotNV, F0);
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float3 spec = D * F * G / (4.0 * dotNL * dotNV + 0.001);
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float3 kD = (float3(1.0, 1.0, 1.0) - F) * (1.0 - metallic);
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color += (kD * ALBEDO(inUV) / PI + spec) * dotNL;
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}
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return color;
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}
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float3 calculateNormal(VSOutput input)
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{
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float3 tangentNormal = normalMapSampler.Sample(input.UV).xyz * 2.0 - 1.0;
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float3 N = normalize(input.Normal);
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float3 T = normalize(input.Tangent);
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float3 B = normalize(cross(N, T));
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float3x3 TBN = transpose(float3x3(T, B, N));
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return normalize(mul(TBN, tangentNormal));
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}
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[shader("vertex")]
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VSOutput vertexMain(VSInput input)
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{
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VSOutput output;
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float3 locPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz;
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output.WorldPos = locPos;
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output.Normal = mul((float3x3)ubo.model, input.Normal);
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output.Tangent = mul((float3x3)ubo.model, input.Tangent.xyz);
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output.UV = input.UV;
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output.Pos = mul(ubo.projection, mul(ubo.view, float4(output.WorldPos, 1.0)));
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return output;
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}
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[shader("fragment")]
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float4 fragmentMain(VSOutput input)
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{
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float3 N = calculateNormal(input);
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float3 V = normalize(ubo.camPos - input.WorldPos);
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float3 R = reflect(-V, N);
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float metallic = metallicMapSampler.Sample(input.UV).r;
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float roughness = roughnessMapSampler.Sample(input.UV).r;
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float3 F0 = float3(0.04, 0.04, 0.04);
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F0 = lerp(F0, ALBEDO(input.UV), metallic);
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float3 Lo = float3(0.0, 0.0, 0.0);
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for(int i = 0; i < 4; i++) {
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float3 L = normalize(uboParams.lights[i].xyz - input.WorldPos);
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Lo += specularContribution(input.UV, L, V, N, F0, metallic, roughness);
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}
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float2 brdf = samplerBRDFLUT.Sample(float2(max(dot(N, V), 0.0), roughness)).rg;
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float3 reflection = prefilteredReflection(R, roughness).rgb;
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float3 irradiance = samplerIrradiance.Sample(N).rgb;
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// Diffuse based on irradiance
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float3 diffuse = irradiance * ALBEDO(input.UV);
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float3 F = F_SchlickR(max(dot(N, V), 0.0), F0, roughness);
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// Specular reflectance
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float3 specular = reflection * (F * brdf.x + brdf.y);
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// Ambient part
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float3 kD = 1.0 - F;
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kD *= 1.0 - metallic;
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float3 ambient = (kD * diffuse + specular) * aoMapSampler.Sample(input.UV).rrr;
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float3 color = ambient + Lo;
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// Tone mapping
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color = Uncharted2Tonemap(color * uboParams.exposure);
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color = color * (1.0f / Uncharted2Tonemap((11.2f).xxx));
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// Gamma correction
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color = pow(color, (1.0f / uboParams.gamma).xxx);
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return float4(color, 1.0);
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} |