2021-09-09 20:42:29 -04:00

87 lines
3.8 KiB
HLSL

float3 SampleSpecularBRDF(BSDFData bsdfData, float2 theSample, float3 viewWS)
{
float roughness = PerceptualRoughnessToRoughness(bsdfData.perceptualRoughness);
float3x3 localToWorld;
if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_ANISOTROPY))
{
localToWorld = float3x3(bsdfData.tangentWS, bsdfData.bitangentWS, bsdfData.normalWS);
}
else
{
localToWorld = GetLocalFrame(bsdfData.normalWS);
}
float NdotL, NdotH, VdotH;
float3 sampleDir;
SampleGGXDir(theSample, viewWS, localToWorld, roughness, sampleDir, NdotL, NdotH, VdotH);
return sampleDir;
}
#ifdef HAS_LIGHTLOOP
IndirectLighting EvaluateBSDF_RaytracedReflection(LightLoopContext lightLoopContext,
BSDFData bsdfData,
PreLightData preLightData,
float3 reflection)
{
IndirectLighting lighting;
ZERO_INITIALIZE(IndirectLighting, lighting);
lighting.specularReflected = reflection.rgb * preLightData.specularFGD;
return lighting;
}
IndirectLighting EvaluateBSDF_RaytracedRefraction(LightLoopContext lightLoopContext,
PreLightData preLightData,
float3 transmittedColor)
{
IndirectLighting lighting;
ZERO_INITIALIZE(IndirectLighting, lighting);
#if HAS_REFRACTION
float3 preLD = transmittedColor;
// We use specularFGD as an approximation of the fresnel effect (that also handle smoothness)
float3 F = preLightData.specularFGD;
lighting.specularTransmitted = (1.0 - F) * preLD.rgb * preLightData.transparentTransmittance;
#endif
return lighting;
}
float RecursiveRenderingReflectionPerceptualSmoothness(BSDFData bsdfData)
{
return PerceptualRoughnessToPerceptualSmoothness(bsdfData.perceptualRoughness);
}
#if HAS_REFRACTION
void OverrideRefractionData(SurfaceData surfaceData, float refractionDistance, float3 refractionPositionWS, inout BSDFData bsdfData, inout PreLightData preLightData)
{
// This variable is only used for SSRefraction, we intentionally put an invalid value in it.
bsdfData.absorptionCoefficient = TransmittanceColorAtDistanceToAbsorption(surfaceData.transmittanceColor, refractionDistance);
preLightData.transparentRefractV = 0.0;
preLightData.transparentPositionWS = refractionPositionWS;
preLightData.transparentTransmittance = exp(-bsdfData.absorptionCoefficient * refractionDistance);
}
#endif
#endif
#if (SHADERPASS == SHADERPASS_RAYTRACING_GBUFFER)
void FitToStandardLit( SurfaceData surfaceData
, BuiltinData builtinData
, uint2 positionSS
, out StandardBSDFData outStandardlit)
{
outStandardlit.specularOcclusion = surfaceData.specularOcclusion;
outStandardlit.normalWS = surfaceData.normalWS;
float metallic = HasFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR | MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING | MATERIALFEATUREFLAGS_LIT_TRANSMISSION) ? 0.0 : surfaceData.metallic;
outStandardlit.baseColor = ComputeDiffuseColor(surfaceData.baseColor, metallic);
outStandardlit.fresnel0 = HasFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR) ? surfaceData.specularColor : ComputeFresnel0(surfaceData.baseColor, surfaceData.metallic, DEFAULT_SPECULAR_VALUE);
outStandardlit.perceptualRoughness = PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness);
outStandardlit.coatMask = HasFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_CLEAR_COAT) ? surfaceData.coatMask : 0.0;
outStandardlit.emissiveAndBaked = builtinData.bakeDiffuseLighting * surfaceData.ambientOcclusion + builtinData.emissiveColor;
outStandardlit.isUnlit = 0;
}
#endif