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EG/Cesium-1.132/packages/engine/Source/Shaders/Builtin/Functions/pbrLighting.glsl
2025-08-25 17:48:13 +08:00

165 lines
7.7 KiB
GLSL

vec3 lambertianDiffuse(vec3 diffuseColor)
{
return diffuseColor / czm_pi;
}
vec3 fresnelSchlick2(vec3 f0, vec3 f90, float VdotH)
{
float versine = 1.0 - VdotH;
// pow(versine, 5.0) is slow. See https://stackoverflow.com/a/68793086/10082269
float versineSquared = versine * versine;
return f0 + (f90 - f0) * versineSquared * versineSquared * versine;
}
#ifdef USE_ANISOTROPY
/**
* @param {float} bitangentRoughness Material roughness (along the anisotropy bitangent)
* @param {float} tangentialRoughness Anisotropic roughness (along the anisotropy tangent)
* @param {vec3} lightDirection The direction from the fragment to the light source, transformed to tangent-bitangent-normal coordinates
* @param {vec3} viewDirection The direction from the fragment to the camera, transformed to tangent-bitangent-normal coordinates
*/
float smithVisibilityGGX_anisotropic(float bitangentRoughness, float tangentialRoughness, vec3 lightDirection, vec3 viewDirection)
{
vec3 roughnessScale = vec3(tangentialRoughness, bitangentRoughness, 1.0);
float GGXV = lightDirection.z * length(roughnessScale * viewDirection);
float GGXL = viewDirection.z * length(roughnessScale * lightDirection);
float v = 0.5 / (GGXV + GGXL);
return clamp(v, 0.0, 1.0);
}
/**
* @param {float} bitangentRoughness Material roughness (along the anisotropy bitangent)
* @param {float} tangentialRoughness Anisotropic roughness (along the anisotropy tangent)
* @param {vec3} halfwayDirection The unit vector halfway between light and view directions, transformed to tangent-bitangent-normal coordinates
*/
float GGX_anisotropic(float bitangentRoughness, float tangentialRoughness, vec3 halfwayDirection)
{
float roughnessSquared = bitangentRoughness * tangentialRoughness;
vec3 f = halfwayDirection * vec3(bitangentRoughness, tangentialRoughness, roughnessSquared);
float w2 = roughnessSquared / dot(f, f);
return roughnessSquared * w2 * w2 / czm_pi;
}
#endif
/**
* Estimate the geometric self-shadowing of the microfacets in a surface,
* using the Smith Joint GGX visibility function.
* Note: Vis = G / (4 * NdotL * NdotV)
* see Eric Heitz. 2014. Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs. Journal of Computer Graphics Techniques, 3
* see Real-Time Rendering. Page 331 to 336.
* see https://google.github.io/filament/Filament.md.html#materialsystem/specularbrdf/geometricshadowing(specularg)
*
* @param {float} alphaRoughness The roughness of the material, expressed as the square of perceptual roughness.
* @param {float} NdotL The cosine of the angle between the surface normal and the direction to the light source.
* @param {float} NdotV The cosine of the angle between the surface normal and the direction to the camera.
*/
float smithVisibilityGGX(float alphaRoughness, float NdotL, float NdotV)
{
float alphaRoughnessSq = alphaRoughness * alphaRoughness;
float GGXV = NdotL * sqrt(NdotV * NdotV * (1.0 - alphaRoughnessSq) + alphaRoughnessSq);
float GGXL = NdotV * sqrt(NdotL * NdotL * (1.0 - alphaRoughnessSq) + alphaRoughnessSq);
float GGX = GGXV + GGXL;
if (GGX > 0.0)
{
return 0.5 / GGX;
}
return 0.0;
}
/**
* Estimate the fraction of the microfacets in a surface that are aligned with
* the halfway vector, which is aligned halfway between the directions from
* the fragment to the camera and from the fragment to the light source.
*
* @param {float} alphaRoughness The roughness of the material, expressed as the square of perceptual roughness.
* @param {float} NdotH The cosine of the angle between the surface normal and the halfway vector.
* @return {float} The fraction of microfacets aligned to the halfway vector.
*/
float GGX(float alphaRoughness, float NdotH)
{
float alphaRoughnessSquared = alphaRoughness * alphaRoughness;
float f = (NdotH * alphaRoughnessSquared - NdotH) * NdotH + 1.0;
return alphaRoughnessSquared / (czm_pi * f * f);
}
/**
* Compute the strength of the specular reflection due to direct lighting.
*
* @param {vec3} normal The surface normal.
* @param {vec3} lightDirection The unit vector pointing from the fragment to the light source.
* @param {vec3} viewDirection The unit vector pointing from the fragment to the camera.
* @param {vec3} halfwayDirection The unit vector pointing from the fragment to halfway between the light source and the camera.
* @param {float} alphaRoughness The roughness of the material, expressed as the square of perceptual roughness.
* @return {float} The strength of the specular reflection.
*/
float computeDirectSpecularStrength(vec3 normal, vec3 lightDirection, vec3 viewDirection, vec3 halfwayDirection, float alphaRoughness)
{
float NdotL = clamp(dot(normal, lightDirection), 0.0, 1.0);
float NdotV = clamp(dot(normal, viewDirection), 0.0, 1.0);
float G = smithVisibilityGGX(alphaRoughness, NdotL, NdotV);
float NdotH = clamp(dot(normal, halfwayDirection), 0.0, 1.0);
float D = GGX(alphaRoughness, NdotH);
return G * D;
}
/**
* Compute the diffuse and specular contributions using physically based
* rendering. This function only handles direct lighting.
* <p>
* This function only handles the lighting calculations. Metallic/roughness
* and specular/glossy must be handled separately. See {@MaterialStageFS}
* </p>
*
* @name czm_pbrLighting
* @glslFunction
*
* @param {vec3} viewDirectionEC Unit vector pointing from the fragment to the eye position
* @param {vec3} normalEC The surface normal in eye coordinates
* @param {vec3} lightDirectionEC Unit vector pointing to the light source in eye coordinates.
* @param {czm_modelMaterial} The material properties.
* @return {vec3} The computed HDR color
*/
vec3 czm_pbrLighting(vec3 viewDirectionEC, vec3 normalEC, vec3 lightDirectionEC, czm_modelMaterial material)
{
vec3 halfwayDirectionEC = normalize(viewDirectionEC + lightDirectionEC);
float VdotH = clamp(dot(viewDirectionEC, halfwayDirectionEC), 0.0, 1.0);
float NdotL = clamp(dot(normalEC, lightDirectionEC), 0.001, 1.0);
vec3 f0 = material.specular;
float reflectance = czm_maximumComponent(f0);
// Typical dielectrics will have reflectance 0.04, so f90 will be 1.0.
// In this case, at grazing angle, all incident energy is reflected.
vec3 f90 = vec3(clamp(reflectance * 25.0, 0.0, 1.0));
vec3 F = fresnelSchlick2(f0, f90, VdotH);
#if defined(USE_SPECULAR)
F *= material.specularWeight;
#endif
float alphaRoughness = material.roughness * material.roughness;
#ifdef USE_ANISOTROPY
mat3 tbn = mat3(material.anisotropicT, material.anisotropicB, normalEC);
vec3 lightDirection = lightDirectionEC * tbn;
vec3 viewDirection = viewDirectionEC * tbn;
vec3 halfwayDirection = halfwayDirectionEC * tbn;
float anisotropyStrength = material.anisotropyStrength;
float tangentialRoughness = mix(alphaRoughness, 1.0, anisotropyStrength * anisotropyStrength);
float bitangentRoughness = clamp(alphaRoughness, 0.001, 1.0);
float G = smithVisibilityGGX_anisotropic(bitangentRoughness, tangentialRoughness, lightDirection, viewDirection);
float D = GGX_anisotropic(bitangentRoughness, tangentialRoughness, halfwayDirection);
vec3 specularContribution = F * G * D;
#else
float specularStrength = computeDirectSpecularStrength(normalEC, lightDirectionEC, viewDirectionEC, halfwayDirectionEC, alphaRoughness);
vec3 specularContribution = F * specularStrength;
#endif
vec3 diffuseColor = material.diffuse;
// F here represents the specular contribution
vec3 diffuseContribution = (1.0 - F) * lambertianDiffuse(diffuseColor);
// Lo = (diffuse + specular) * Li * NdotL
return (diffuseContribution + specularContribution) * NdotL;
}