#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/PreIntegratedFGD/PreIntegratedFGD.cs.hlsl" TEXTURE2D(_PreIntegratedFGD_GGXDisneyDiffuse); // For image based lighting, a part of the BSDF is pre-integrated. // This is done both for specular GGX height-correlated and DisneyDiffuse // reflectivity is Integral{(BSDF_GGX / F) - use for multiscattering void GetPreIntegratedFGDGGXAndDisneyDiffuse(float NdotV, float perceptualRoughness, float3 fresnel0, out float3 specularFGD, out float diffuseFGD, out float reflectivity) { // We want the LUT to contain the entire [0, 1] range, without losing half a texel at each side. float2 coordLUT = Remap01ToHalfTexelCoord(float2(sqrt(NdotV), perceptualRoughness), FGDTEXTURE_RESOLUTION); float3 preFGD = SAMPLE_TEXTURE2D_LOD(_PreIntegratedFGD_GGXDisneyDiffuse, s_linear_clamp_sampler, coordLUT, 0).xyz; // Pre-integrate GGX FGD // Integral{BSDF * dw} = // Integral{(F0 + (1 - F0) * (1 - )^5) * (BSDF / F) * dw} = // (1 - F0) * Integral{(1 - )^5 * (BSDF / F) * dw} + F0 * Integral{(BSDF / F) * dw}= // (1 - F0) * x + F0 * y = lerp(x, y, F0) specularFGD = lerp(preFGD.xxx, preFGD.yyy, fresnel0); // Pre integrate DisneyDiffuse FGD: // z = DisneyDiffuse // Remap from the [0, 1] to the [0.5, 1.5] range. diffuseFGD = preFGD.z + 0.5; reflectivity = preFGD.y; } void GetPreIntegratedFGDGGXAndLambert(float NdotV, float perceptualRoughness, float3 fresnel0, out float3 specularFGD, out float diffuseFGD, out float reflectivity) { float2 preFGD = SAMPLE_TEXTURE2D_LOD(_PreIntegratedFGD_GGXDisneyDiffuse, s_linear_clamp_sampler, float2(NdotV, perceptualRoughness), 0).xy; // Pre-integrate GGX FGD // Integral{BSDF * dw} = // Integral{(F0 + (1 - F0) * (1 - )^5) * (BSDF / F) * dw} = // (1 - F0) * Integral{(1 - )^5 * (BSDF / F) * dw} + F0 * Integral{(BSDF / F) * dw}= // (1 - F0) * x + F0 * y = lerp(x, y, F0) specularFGD = lerp(preFGD.xxx, preFGD.yyy, fresnel0); diffuseFGD = 1.0; reflectivity = preFGD.y; } TEXTURE2D(_PreIntegratedFGD_CharlieAndFabric); void GetPreIntegratedFGDCharlieAndFabricLambert(float NdotV, float perceptualRoughness, float3 fresnel0, out float3 specularFGD, out float diffuseFGD, out float reflectivity) { // Read the texture float3 preFGD = SAMPLE_TEXTURE2D_LOD(_PreIntegratedFGD_CharlieAndFabric, s_linear_clamp_sampler, float2(NdotV, perceptualRoughness), 0).xyz; // Denormalize the value preFGD.y = preFGD.y / (1 - preFGD.y); specularFGD = preFGD.yyy * fresnel0; // z = FabricLambert diffuseFGD = preFGD.z; reflectivity = preFGD.y; }