#ifndef OGRE_HLSL #ifndef GL_ES #if defined(USE_TEX_LOD) && __VERSION__ < 150 #extension GL_ARB_shader_texture_lod : require #endif #else #extension GL_OES_standard_derivatives : enable #extension GL_EXT_shader_texture_lod: enable #define textureCubeLod textureLodEXT precision highp float; #endif #endif #include // The MIT License // Copyright (c) 2016-2017 Mohamad Moneimne and Contributors // // This fragment shader defines a reference implementation for Physically Based Shading of // a microfacet surface material defined by a glTF model. // // References: // [1] Real Shading in Unreal Engine 4 // http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf // [2] Physically Based Shading at Disney // http://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf // [3] README.md - Environment Maps // https://github.com/KhronosGroup/glTF-WebGL-PBR/#environment-maps // [4] "An Inexpensive BRDF Model for Physically based Rendering" by Christophe Schlick // https://www.cs.virginia.edu/~jdl/bib/appearance/analytic%20models/schlick94b.pdf #ifdef USE_IBL SAMPLERCUBE(u_DiffuseEnvSampler, 5); SAMPLERCUBE(u_SpecularEnvSampler, 6); SAMPLER2D(u_brdfLUT, 7); #endif #ifdef HAS_BASECOLORMAP SAMPLER2D(u_BaseColorSampler, 0); #endif #ifdef HAS_METALROUGHNESSMAP SAMPLER2D(u_MetallicRoughnessSampler, 3); #endif #ifdef HAS_NORMALMAP SAMPLER2D(u_NormalSampler, 1); #endif #ifdef HAS_EMISSIVEMAP SAMPLER2D(u_EmissiveSampler, 2); #endif #ifdef HAS_OCCLUSIONMAP SAMPLER2D(u_OcclusionSampler, 4); #endif OGRE_UNIFORMS_BEGIN uniform vec3 u_LightDirection; uniform vec3 u_LightColor; #ifdef HAS_NORMALMAP uniform float u_NormalScale; #endif #ifdef HAS_EMISSIVEMAP uniform vec3 u_EmissiveFactor; #endif #ifdef HAS_OCCLUSIONMAP uniform float u_OcclusionStrength; #endif uniform vec2 u_MetallicRoughnessValues; uniform vec4 u_BaseColorFactor; uniform vec3 u_Camera; // debugging flags used for shader output of intermediate PBR variables uniform vec4 u_ScaleDiffBaseMR; uniform vec4 u_ScaleFGDSpec; uniform vec4 u_ScaleIBLAmbient; OGRE_UNIFORMS_END // Encapsulate the various inputs used by the various functions in the shading equation // We store values in this struct to simplify the integration of alternative implementations // of the shading terms, outlined in the Readme.MD Appendix. struct PBRInfo { float NdotL; // cos angle between normal and light direction float NdotV; // cos angle between normal and view direction float NdotH; // cos angle between normal and half vector float LdotH; // cos angle between light direction and half vector float VdotH; // cos angle between view direction and half vector float perceptualRoughness; // roughness value, as authored by the model creator (input to shader) float metalness; // metallic value at the surface vec3 reflectance0; // full reflectance color (normal incidence angle) vec3 reflectance90; // reflectance color at grazing angle float alphaRoughness; // roughness mapped to a more linear change in the roughness (proposed by [2]) vec3 diffuseColor; // color contribution from diffuse lighting vec3 specularColor; // color contribution from specular lighting }; STATIC const float M_PI = 3.141592653589793; STATIC const float c_MinRoughness = 0.04; vec4 SRGBtoLINEAR(vec4 srgbIn) { #ifdef MANUAL_SRGB #ifdef SRGB_FAST_APPROXIMATION vec3 linOut = pow(srgbIn.xyz,vec3(2.2, 2.2, 2.2)); #else //SRGB_FAST_APPROXIMATION vec3 bLess = step(vec3(0.04045),srgbIn.xyz); vec3 linOut = mix( srgbIn.xyz/vec3(12.92), pow((srgbIn.xyz+vec3(0.055))/vec3(1.055),vec3(2.4)), bLess ); #endif //SRGB_FAST_APPROXIMATION return vec4(linOut,srgbIn.w);; #else //MANUAL_SRGB return srgbIn; #endif //MANUAL_SRGB } // Find the normal for this fragment, pulling either from a predefined normal map // or from the interpolated mesh normal and tangent attributes. vec3 getNormal(mat3 tbn, vec2 v_UV) { // Retrieve the tangent space matrix #ifndef HAS_TANGENTS vec3 pos_dx = dFdx(v_Position); vec3 pos_dy = dFdy(v_Position); vec3 tex_dx = dFdx(vec3(v_UV, 0.0)); vec3 tex_dy = dFdy(vec3(v_UV, 0.0)); vec3 t = (tex_dy.t * pos_dx - tex_dx.t * pos_dy) / (tex_dx.s * tex_dy.t - tex_dy.s * tex_dx.t); #ifdef HAS_NORMALS vec3 ng = normalize(v_Normal); #else vec3 ng = cross(pos_dx, pos_dy); #endif t = normalize(t - ng * dot(ng, t)); vec3 b = normalize(cross(ng, t)); tbn = mtxFromCols(t, b, ng); #endif #ifdef HAS_NORMALMAP vec3 n = texture2D(u_NormalSampler, v_UV).rgb; n = normalize(mul(tbn, ((2.0 * n - 1.0) * vec3(u_NormalScale, u_NormalScale, 1.0)))); #else vec3 n = tbn[2].xyz; #endif return n; } #ifdef USE_IBL // Calculation of the lighting contribution from an optional Image Based Light source. // Precomputed Environment Maps are required uniform inputs and are computed as outlined in [1]. // See our README.md on Environment Maps [3] for additional discussion. vec3 getIBLContribution(PBRInfo pbrInputs, vec3 n, vec3 reflection) { float mipCount = 9.0; // resolution of 512x512 float lod = (pbrInputs.perceptualRoughness * mipCount); // retrieve a scale and bias to F0. See [1], Figure 3 vec3 brdf = SRGBtoLINEAR(texture2D(u_brdfLUT, vec2(pbrInputs.NdotV, 1.0 - pbrInputs.perceptualRoughness))).rgb; vec3 diffuseLight = textureCube(u_DiffuseEnvSampler, n).rgb; #ifdef USE_TEX_LOD vec3 specularLight = textureCubeLod(u_SpecularEnvSampler, reflection, lod).rgb; #else vec3 specularLight = textureCube(u_SpecularEnvSampler, reflection).rgb; #endif vec3 diffuse = diffuseLight * pbrInputs.diffuseColor; vec3 specular = specularLight * (pbrInputs.specularColor * brdf.x + brdf.y); // For presentation, this allows us to disable IBL terms diffuse *= u_ScaleIBLAmbient.x; specular *= u_ScaleIBLAmbient.y; return diffuse + specular; } #endif // Basic Lambertian diffuse // Implementation from Lambert's Photometria https://archive.org/details/lambertsphotome00lambgoog // See also [1], Equation 1 vec3 diffuse(PBRInfo pbrInputs) { return pbrInputs.diffuseColor / M_PI; } // The following equation models the Fresnel reflectance term of the spec equation (aka F()) // Implementation of fresnel from [4], Equation 15 vec3 specularReflection(PBRInfo pbrInputs) { return pbrInputs.reflectance0 + (pbrInputs.reflectance90 - pbrInputs.reflectance0) * pow(clamp(1.0 - pbrInputs.VdotH, 0.0, 1.0), 5.0); } // This calculates the specular geometric attenuation (aka G()), // where rougher material will reflect less light back to the viewer. // This implementation is based on [1] Equation 4, and we adopt their modifications to // alphaRoughness as input as originally proposed in [2]. float geometricOcclusion(PBRInfo pbrInputs) { float NdotL = pbrInputs.NdotL; float NdotV = pbrInputs.NdotV; float r = pbrInputs.alphaRoughness; float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL))); float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV))); return attenuationL * attenuationV; } // The following equation(s) model the distribution of microfacet normals across the area being drawn (aka D()) // Implementation from "Average Irregularity Representation of a Roughened Surface for Ray Reflection" by T. S. Trowbridge, and K. P. Reitz // Follows the distribution function recommended in the SIGGRAPH 2013 course notes from EPIC Games [1], Equation 3. float microfacetDistribution(PBRInfo pbrInputs) { float roughnessSq = pbrInputs.alphaRoughness * pbrInputs.alphaRoughness; float f = (pbrInputs.NdotH * roughnessSq - pbrInputs.NdotH) * pbrInputs.NdotH + 1.0; return roughnessSq / (M_PI * f * f); } MAIN_PARAMETERS IN(vec3 v_Position, TEXCOORD0) IN(vec2 v_UV, TEXCOORD1) #ifdef HAS_NORMALS #ifdef HAS_TANGENTS IN(mat3 v_TBN, TEXCOORD2) #else IN(vec3 v_Normal, TEXCOORD2) #endif #endif MAIN_DECLARATION { // Metallic and Roughness material properties are packed together // In glTF, these factors can be specified by fixed scalar values // or from a metallic-roughness map float perceptualRoughness = u_MetallicRoughnessValues.y; float metallic = u_MetallicRoughnessValues.x; #ifdef HAS_METALROUGHNESSMAP // Roughness is stored in the 'g' channel, metallic is stored in the 'b' channel. // This layout intentionally reserves the 'r' channel for (optional) occlusion map data vec4 mrSample = texture2D(u_MetallicRoughnessSampler, v_UV); perceptualRoughness = mrSample.g * perceptualRoughness; metallic = mrSample.b * metallic; #endif perceptualRoughness = clamp(perceptualRoughness, c_MinRoughness, 1.0); metallic = clamp(metallic, 0.0, 1.0); PBRInfo pbrInputs; // Roughness is authored as perceptual roughness; as is convention, // convert to material roughness by squaring the perceptual roughness [2]. pbrInputs.alphaRoughness = perceptualRoughness * perceptualRoughness; // The albedo may be defined from a base texture or a flat color #ifdef HAS_BASECOLORMAP vec4 baseColor = SRGBtoLINEAR(texture2D(u_BaseColorSampler, v_UV)) * u_BaseColorFactor; #else vec4 baseColor = u_BaseColorFactor; #endif vec3 f0 = vec3(0.04, 0.04, 0.04); vec3 diffuseColor = baseColor.rgb * (vec3(1.0, 1.0, 1.0) - f0); diffuseColor *= 1.0 - metallic; vec3 specularColor = mix(f0, baseColor.rgb, metallic); // Compute reflectance. float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b); // For typical incident reflectance range (between 4% to 100%) set the grazing reflectance to 100% for typical fresnel effect. // For very low reflectance range on highly diffuse objects (below 4%), incrementally reduce grazing reflecance to 0%. float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0); pbrInputs.reflectance0 = specularColor.rgb; pbrInputs.reflectance90 = vec3(1.0, 1.0, 1.0) * reflectance90; pbrInputs.perceptualRoughness = perceptualRoughness; pbrInputs.metalness = metallic; pbrInputs.diffuseColor = diffuseColor; pbrInputs.specularColor = specularColor; #ifndef HAS_TANGENTS mat3 tbn; vec3 n = getNormal(tbn, v_UV); // normal at surface point #else vec3 n = getNormal(v_TBN, v_UV); #endif vec3 v = normalize(u_Camera - v_Position); // Vector from surface point to camera vec3 l = normalize(u_LightDirection); // Vector from surface point to light vec3 h = normalize(l+v); // Half vector between both l and v vec3 reflection = -normalize(reflect(v, n)); reflection.z *= -1.0; pbrInputs.NdotL = clamp(dot(n, l), 0.001, 1.0); pbrInputs.NdotV = abs(dot(n, v)) + 0.001; pbrInputs.NdotH = clamp(dot(n, h), 0.0, 1.0); pbrInputs.LdotH = clamp(dot(l, h), 0.0, 1.0); pbrInputs.VdotH = clamp(dot(v, h), 0.0, 1.0); // Calculate the shading terms for the microfacet specular shading model vec3 F = specularReflection(pbrInputs); float G = geometricOcclusion(pbrInputs); float D = microfacetDistribution(pbrInputs); // Calculation of analytical lighting contribution vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs); vec3 specContrib = F * G * D / (4.0 * pbrInputs.NdotL * pbrInputs.NdotV); vec3 color = pbrInputs.NdotL * u_LightColor * (diffuseContrib + specContrib); // Calculate lighting contribution from image based lighting source (IBL) #ifdef USE_IBL color += getIBLContribution(pbrInputs, n, reflection); #endif // Apply optional PBR terms for additional (optional) shading #ifdef HAS_OCCLUSIONMAP float ao = texture2D(u_OcclusionSampler, v_UV).r; color = mix(color, color * ao, u_OcclusionStrength); #endif #ifdef HAS_EMISSIVEMAP vec3 emissive = SRGBtoLINEAR(texture2D(u_EmissiveSampler, v_UV)).rgb * u_EmissiveFactor; color += emissive; #endif gl_FragColor = vec4(pow(color,vec3(1.0/2.2, 1.0/2.2, 1.0/2.2)), baseColor.a); }