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Physically Based Shading
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//Normal distribution function (Trowbridge-Reitz GGX) | |
float DistributionGGX(float NdotH, float alpha2) | |
{ | |
float f = (NdotH * alpha2 - NdotH) * NdotH + 1.0f; | |
return alpha2 / (f * f * PI); | |
} | |
//Height-correlated Smith-GGX visibility function | |
float VisibilitySmithGGX(float NdotL, float NdotV, float alpha2) | |
{ | |
float SchlickGGX_V = NdotL * sqrt((-NdotV * alpha2 + NdotV) * NdotV + alpha2); | |
float SchlickGGX_L = NdotV * sqrt((-NdotL * alpha2 + NdotL) * NdotL + alpha2); | |
return 0.5f / (SchlickGGX_V + SchlickGGX_L); | |
} | |
//Approximated height-correlated Smith-GGX visibility function | |
float FastVisibilitySmithGGX(float NdotL, float NdotV, float alpha) | |
{ | |
return 0.5f / mix(2.0f * NdotL * NdotV, NdotL + NdotV, alpha); | |
} | |
//Schlick Fresnel function | |
vec3 FresnelSchlick(float cosTheta, vec3 f0, float f90) | |
{ | |
//float factor = pow(1.0f - cosTheta, 5); | |
float factor = 1.0f - cosTheta; | |
float factor2 = factor * factor; | |
factor = factor2 * factor2 * factor; | |
return f0 + (vec3(f90) - f0) * factor; | |
} | |
//Schlick Fresnel function with f90 = 1 | |
vec3 FresnelSchlick(float cosTheta, vec3 f0) | |
{ | |
//float factor = pow(1.0f - cosTheta, 5); | |
float factor = 1.0f - cosTheta; | |
float factor2 = factor * factor; | |
factor = factor2 * factor2 * factor; | |
return factor + f0 * (1.0f - factor); | |
} | |
//https://seblagarde.wordpress.com/2011/08/17/hello-world/ | |
//Schlick Fresnel function with injected roughness term | |
vec3 FresnelSchlickRoughness(float cosTheta, vec3 f0, float alpha) | |
{ | |
//float factor = pow(1.0f - cosTheta, 5); | |
float factor = 1.0f - cosTheta; | |
float factor2 = factor * factor; | |
factor = factor2 * factor2 * factor; | |
return f0 + (max(vec3(1.0f - alpha), f0) - f0) * factor; | |
} | |
//Burley, Brent, "Physically-Based Shading at Disney", | |
//part of "Practical Physically Based Shading in Film and Game Production", | |
//SIGGRAPH 2012 Course Notes. http://blog.selfshadow.com/publications/s2012-shading-course/ | |
//Energy-renormalized Disney diffuse BRDF | |
float DiffuseBurley(float NdotV, float NdotL, float LdotH, float linearRoughness) | |
{ | |
float energyBias = mix(0.0f, 0.5f, linearRoughness); | |
float energyFactor = mix(1.0f, 1.0f / 1.51f, linearRoughness); | |
float f90 = energyBias + 2.0f * LdotH * LdotH * linearRoughness; | |
float lightScatter = FresnelSchlick(NdotL, vec3(1.0f), f90).x; | |
float viewScatter = FresnelSchlick(NdotV, vec3(1.0f), f90).x; | |
return lightScatter * viewScatter * energyFactor / PI; | |
} |
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