import BRDF_Lambert from './BSDF/BRDF_Lambert.js'; import BRDF_GGX from './BSDF/BRDF_GGX.js'; import DFGApprox from './BSDF/DFGApprox.js'; import EnvironmentBRDF from './BSDF/EnvironmentBRDF.js'; import F_Schlick from './BSDF/F_Schlick.js'; import Schlick_to_F0 from './BSDF/Schlick_to_F0.js'; import BRDF_Sheen from './BSDF/BRDF_Sheen.js'; import LightingModel from '../core/LightingModel.js'; import { diffuseColor, specularColor, specularF90, roughness, clearcoat, clearcoatRoughness, sheen, sheenRoughness, iridescence, iridescenceIOR, iridescenceThickness, ior, thickness, transmission, attenuationDistance, attenuationColor } from '../core/PropertyNode.js'; import { transformedNormalView, transformedClearcoatNormalView, transformedNormalWorld } from '../accessors/NormalNode.js'; import { positionViewDirection, positionWorld } from '../accessors/PositionNode.js'; import { tslFn, float, vec2, vec3, vec4, mat3, If } from '../shadernode/ShaderNode.js'; import { cond } from '../math/CondNode.js'; import { mix, normalize, refract, length, clamp, log2, log, exp, smoothstep } from '../math/MathNode.js'; import { div } from '../math/OperatorNode.js'; import { cameraPosition, cameraProjectionMatrix, cameraViewMatrix } from '../accessors/CameraNode.js'; import { modelWorldMatrix } from '../accessors/ModelNode.js'; import { viewportResolution } from '../display/ViewportNode.js'; import { viewportMipTexture } from '../display/ViewportTextureNode.js'; // // Transmission // const getVolumeTransmissionRay = tslFn( ( [ n, v, thickness, ior, modelMatrix ] ) => { // Direction of refracted light. const refractionVector = vec3( refract( v.negate(), normalize( n ), div( 1.0, ior ) ) ); // Compute rotation-independant scaling of the model matrix. const modelScale = vec3( length( modelMatrix[ 0 ].xyz ), length( modelMatrix[ 1 ].xyz ), length( modelMatrix[ 2 ].xyz ) ); // The thickness is specified in local space. return normalize( refractionVector ).mul( thickness.mul( modelScale ) ); } ).setLayout( { name: 'getVolumeTransmissionRay', type: 'vec3', inputs: [ { name: 'n', type: 'vec3' }, { name: 'v', type: 'vec3' }, { name: 'thickness', type: 'float' }, { name: 'ior', type: 'float' }, { name: 'modelMatrix', type: 'mat4' } ] } ); const applyIorToRoughness = tslFn( ( [ roughness, ior ] ) => { // Scale roughness with IOR so that an IOR of 1.0 results in no microfacet refraction and // an IOR of 1.5 results in the default amount of microfacet refraction. return roughness.mul( clamp( ior.mul( 2.0 ).sub( 2.0 ), 0.0, 1.0 ) ); } ).setLayout( { name: 'applyIorToRoughness', type: 'float', inputs: [ { name: 'roughness', type: 'float' }, { name: 'ior', type: 'float' } ] } ); const singleViewportMipTexture = viewportMipTexture(); const getTransmissionSample = tslFn( ( [ fragCoord, roughness, ior ] ) => { const transmissionSample = singleViewportMipTexture.uv( fragCoord ); //const transmissionSample = viewportMipTexture( fragCoord ); const lod = log2( float( viewportResolution.x ) ).mul( applyIorToRoughness( roughness, ior ) ); return transmissionSample.bicubic( lod ); } ); const volumeAttenuation = tslFn( ( [ transmissionDistance, attenuationColor, attenuationDistance ] ) => { If( attenuationDistance.notEqual( 0 ), () => { // Compute light attenuation using Beer's law. const attenuationCoefficient = log( attenuationColor ).negate().div( attenuationDistance ); const transmittance = exp( attenuationCoefficient.negate().mul( transmissionDistance ) ); return transmittance; } ); // Attenuation distance is +∞, i.e. the transmitted color is not attenuated at all. return vec3( 1.0 ); } ).setLayout( { name: 'volumeAttenuation', type: 'vec3', inputs: [ { name: 'transmissionDistance', type: 'float' }, { name: 'attenuationColor', type: 'vec3' }, { name: 'attenuationDistance', type: 'float' } ] } ); const getIBLVolumeRefraction = tslFn( ( [ n, v, roughness, diffuseColor, specularColor, specularF90, position, modelMatrix, viewMatrix, projMatrix, ior, thickness, attenuationColor, attenuationDistance ] ) => { const transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix ); const refractedRayExit = position.add( transmissionRay ); // Project refracted vector on the framebuffer, while mapping to normalized device coordinates. const ndcPos = projMatrix.mul( viewMatrix.mul( vec4( refractedRayExit, 1.0 ) ) ); const refractionCoords = vec2( ndcPos.xy.div( ndcPos.w ) ).toVar(); refractionCoords.addAssign( 1.0 ); refractionCoords.divAssign( 2.0 ); refractionCoords.assign( vec2( refractionCoords.x, refractionCoords.y.oneMinus() ) ); // webgpu // Sample framebuffer to get pixel the refracted ray hits. const transmittedLight = getTransmissionSample( refractionCoords, roughness, ior ); const transmittance = diffuseColor.mul( volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance ) ); const attenuatedColor = transmittance.rgb.mul( transmittedLight.rgb ); const dotNV = n.dot( v ).clamp(); // Get the specular component. const F = vec3( EnvironmentBRDF( { // n, v, specularColor, specularF90, roughness dotNV, specularColor, specularF90, roughness } ) ); // As less light is transmitted, the opacity should be increased. This simple approximation does a decent job // of modulating a CSS background, and has no effect when the buffer is opaque, due to a solid object or clear color. const transmittanceFactor = transmittance.r.add( transmittance.g, transmittance.b ).div( 3.0 ); return vec4( F.oneMinus().mul( attenuatedColor ), transmittedLight.a.oneMinus().mul( transmittanceFactor ).oneMinus() ); } ); // // Iridescence // // XYZ to linear-sRGB color space const XYZ_TO_REC709 = mat3( 3.2404542, - 0.9692660, 0.0556434, - 1.5371385, 1.8760108, - 0.2040259, - 0.4985314, 0.0415560, 1.0572252 ); // Assume air interface for top // Note: We don't handle the case fresnel0 == 1 const Fresnel0ToIor = ( fresnel0 ) => { const sqrtF0 = fresnel0.sqrt(); return vec3( 1.0 ).add( sqrtF0 ).div( vec3( 1.0 ).sub( sqrtF0 ) ); }; // ior is a value between 1.0 and 3.0. 1.0 is air interface const IorToFresnel0 = ( transmittedIor, incidentIor ) => { return transmittedIor.sub( incidentIor ).div( transmittedIor.add( incidentIor ) ).pow2(); }; // Fresnel equations for dielectric/dielectric interfaces. // Ref: https://belcour.github.io/blog/research/2017/05/01/brdf-thin-film.html // Evaluation XYZ sensitivity curves in Fourier space const evalSensitivity = ( OPD, shift ) => { const phase = OPD.mul( 2.0 * Math.PI * 1.0e-9 ); const val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 ); const pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 ); const VAR = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 ); const x = float( 9.7470e-14 * Math.sqrt( 2.0 * Math.PI * 4.5282e+09 ) ).mul( phase.mul( 2.2399e+06 ).add( shift.x ).cos() ).mul( phase.pow2().mul( - 4.5282e+09 ).exp() ); let xyz = val.mul( VAR.mul( 2.0 * Math.PI ).sqrt() ).mul( pos.mul( phase ).add( shift ).cos() ).mul( phase.pow2().negate().mul( VAR ).exp() ); xyz = vec3( xyz.x.add( x ), xyz.y, xyz.z ).div( 1.0685e-7 ); const rgb = XYZ_TO_REC709.mul( xyz ); return rgb; }; const evalIridescence = tslFn( ( { outsideIOR, eta2, cosTheta1, thinFilmThickness, baseF0 } ) => { // Force iridescenceIOR -> outsideIOR when thinFilmThickness -> 0.0 const iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) ); // Evaluate the cosTheta on the base layer (Snell law) const sinTheta2Sq = outsideIOR.div( iridescenceIOR ).pow2().mul( float( 1 ).sub( cosTheta1.pow2() ) ); // Handle TIR: const cosTheta2Sq = float( 1 ).sub( sinTheta2Sq ); /*if ( cosTheta2Sq < 0.0 ) { return vec3( 1.0 ); }*/ const cosTheta2 = cosTheta2Sq.sqrt(); // First interface const R0 = IorToFresnel0( iridescenceIOR, outsideIOR ); const R12 = F_Schlick( { f0: R0, f90: 1.0, dotVH: cosTheta1 } ); //const R21 = R12; const T121 = R12.oneMinus(); const phi12 = iridescenceIOR.lessThan( outsideIOR ).cond( Math.PI, 0.0 ); const phi21 = float( Math.PI ).sub( phi12 ); // Second interface const baseIOR = Fresnel0ToIor( baseF0.clamp( 0.0, 0.9999 ) ); // guard against 1.0 const R1 = IorToFresnel0( baseIOR, iridescenceIOR.vec3() ); const R23 = F_Schlick( { f0: R1, f90: 1.0, dotVH: cosTheta2 } ); const phi23 = vec3( baseIOR.x.lessThan( iridescenceIOR ).cond( Math.PI, 0.0 ), baseIOR.y.lessThan( iridescenceIOR ).cond( Math.PI, 0.0 ), baseIOR.z.lessThan( iridescenceIOR ).cond( Math.PI, 0.0 ) ); // Phase shift const OPD = iridescenceIOR.mul( thinFilmThickness, cosTheta2, 2.0 ); const phi = vec3( phi21 ).add( phi23 ); // Compound terms const R123 = R12.mul( R23 ).clamp( 1e-5, 0.9999 ); const r123 = R123.sqrt(); const Rs = T121.pow2().mul( R23 ).div( vec3( 1.0 ).sub( R123 ) ); // Reflectance term for m = 0 (DC term amplitude) const C0 = R12.add( Rs ); let I = C0; // Reflectance term for m > 0 (pairs of diracs) let Cm = Rs.sub( T121 ); for ( let m = 1; m <= 2; ++ m ) { Cm = Cm.mul( r123 ); const Sm = evalSensitivity( float( m ).mul( OPD ), float( m ).mul( phi ) ).mul( 2.0 ); I = I.add( Cm.mul( Sm ) ); } // Since out of gamut colors might be produced, negative color values are clamped to 0. return I.max( vec3( 0.0 ) ); } ).setLayout( { name: 'evalIridescence', type: 'vec3', inputs: [ { name: 'outsideIOR', type: 'float' }, { name: 'eta2', type: 'float' }, { name: 'cosTheta1', type: 'float' }, { name: 'thinFilmThickness', type: 'float' }, { name: 'baseF0', type: 'vec3' } ] } ); // // Sheen // // This is a curve-fit approxmation to the "Charlie sheen" BRDF integrated over the hemisphere from // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF". The analysis can be found // in the Sheen section of https://drive.google.com/file/d/1T0D1VSyR4AllqIJTQAraEIzjlb5h4FKH/view?usp=sharing const IBLSheenBRDF = tslFn( ( { normal, viewDir, roughness } ) => { const dotNV = normal.dot( viewDir ).saturate(); const r2 = roughness.pow2(); const a = cond( roughness.lessThan( 0.25 ), float( - 339.2 ).mul( r2 ).add( float( 161.4 ).mul( roughness ) ).sub( 25.9 ), float( - 8.48 ).mul( r2 ).add( float( 14.3 ).mul( roughness ) ).sub( 9.95 ) ); const b = cond( roughness.lessThan( 0.25 ), float( 44.0 ).mul( r2 ).sub( float( 23.7 ).mul( roughness ) ).add( 3.26 ), float( 1.97 ).mul( r2 ).sub( float( 3.27 ).mul( roughness ) ).add( 0.72 ) ); const DG = cond( roughness.lessThan( 0.25 ), 0.0, float( 0.1 ).mul( roughness ).sub( 0.025 ) ).add( a.mul( dotNV ).add( b ).exp() ); return DG.mul( 1.0 / Math.PI ).saturate(); } ); const clearcoatF0 = vec3( 0.04 ); const clearcoatF90 = vec3( 1 ); // class PhysicalLightingModel extends LightingModel { constructor( clearcoat = false, sheen = false, iridescence = false, anisotropy = false, transmission = false ) { super(); this.clearcoat = clearcoat; this.sheen = sheen; this.iridescence = iridescence; this.anisotropy = anisotropy; this.transmission = transmission; this.clearcoatRadiance = null; this.clearcoatSpecularDirect = null; this.clearcoatSpecularIndirect = null; this.sheenSpecularDirect = null; this.sheenSpecularIndirect = null; this.iridescenceFresnel = null; this.iridescenceF0 = null; } start( context ) { if ( this.clearcoat === true ) { this.clearcoatRadiance = vec3().temp( 'clearcoatRadiance' ); this.clearcoatSpecularDirect = vec3().temp( 'clearcoatSpecularDirect' ); this.clearcoatSpecularIndirect = vec3().temp( 'clearcoatSpecularIndirect' ); } if ( this.sheen === true ) { this.sheenSpecularDirect = vec3().temp( 'sheenSpecularDirect' ); this.sheenSpecularIndirect = vec3().temp( 'sheenSpecularIndirect' ); } if ( this.iridescence === true ) { const dotNVi = transformedNormalView.dot( positionViewDirection ).clamp(); this.iridescenceFresnel = evalIridescence( { outsideIOR: float( 1.0 ), eta2: iridescenceIOR, cosTheta1: dotNVi, thinFilmThickness: iridescenceThickness, baseF0: specularColor } ); this.iridescenceF0 = Schlick_to_F0( { f: this.iridescenceFresnel, f90: 1.0, dotVH: dotNVi } ); } if ( this.transmission === true ) { const position = positionWorld; const v = cameraPosition.sub( positionWorld ).normalize(); // TODO: Create Node for this, same issue in MaterialX const n = transformedNormalWorld; context.backdrop = getIBLVolumeRefraction( n, v, roughness, diffuseColor, specularColor, specularF90, // specularF90 position, // positionWorld modelWorldMatrix, // modelMatrix cameraViewMatrix, // viewMatrix cameraProjectionMatrix, // projMatrix ior, thickness, attenuationColor, attenuationDistance ); context.backdropAlpha = transmission; diffuseColor.a.mulAssign( mix( 1, context.backdrop.a, transmission ) ); } } // Fdez-Agüera's "Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting" // Approximates multiscattering in order to preserve energy. // http://www.jcgt.org/published/0008/01/03/ computeMultiscattering( singleScatter, multiScatter, specularF90 ) { const dotNV = transformedNormalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV const fab = DFGApprox( { roughness, dotNV } ); const Fr = this.iridescenceF0 ? iridescence.mix( specularColor, this.iridescenceF0 ) : specularColor; const FssEss = Fr.mul( fab.x ).add( specularF90.mul( fab.y ) ); const Ess = fab.x.add( fab.y ); const Ems = Ess.oneMinus(); const Favg = specularColor.add( specularColor.oneMinus().mul( 0.047619 ) ); // 1/21 const Fms = FssEss.mul( Favg ).div( Ems.mul( Favg ).oneMinus() ); singleScatter.addAssign( FssEss ); multiScatter.addAssign( Fms.mul( Ems ) ); } direct( { lightDirection, lightColor, reflectedLight } ) { const dotNL = transformedNormalView.dot( lightDirection ).clamp(); const irradiance = dotNL.mul( lightColor ); if ( this.sheen === true ) { this.sheenSpecularDirect.addAssign( irradiance.mul( BRDF_Sheen( { lightDirection } ) ) ); } if ( this.clearcoat === true ) { const dotNLcc = transformedClearcoatNormalView.dot( lightDirection ).clamp(); const ccIrradiance = dotNLcc.mul( lightColor ); this.clearcoatSpecularDirect.addAssign( ccIrradiance.mul( BRDF_GGX( { lightDirection, f0: clearcoatF0, f90: clearcoatF90, roughness: clearcoatRoughness, normalView: transformedClearcoatNormalView } ) ) ); } reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) ); reflectedLight.directSpecular.addAssign( irradiance.mul( BRDF_GGX( { lightDirection, f0: specularColor, f90: 1, roughness, iridescence: this.iridescence, f: this.iridescenceFresnel, USE_IRIDESCENCE: this.iridescence, USE_ANISOTROPY: this.anisotropy } ) ) ); } indirectDiffuse( { irradiance, reflectedLight } ) { reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) ); } indirectSpecular( { radiance, iblIrradiance, reflectedLight } ) { if ( this.sheen === true ) { this.sheenSpecularIndirect.addAssign( iblIrradiance.mul( sheen, IBLSheenBRDF( { normal: transformedNormalView, viewDir: positionViewDirection, roughness: sheenRoughness } ) ) ); } if ( this.clearcoat === true ) { const dotNVcc = transformedClearcoatNormalView.dot( positionViewDirection ).clamp(); const clearcoatEnv = EnvironmentBRDF( { dotNV: dotNVcc, specularColor: clearcoatF0, specularF90: clearcoatF90, roughness: clearcoatRoughness } ); this.clearcoatSpecularIndirect.addAssign( this.clearcoatRadiance.mul( clearcoatEnv ) ); } // Both indirect specular and indirect diffuse light accumulate here const singleScattering = vec3().temp( 'singleScattering' ); const multiScattering = vec3().temp( 'multiScattering' ); const cosineWeightedIrradiance = iblIrradiance.mul( 1 / Math.PI ); this.computeMultiscattering( singleScattering, multiScattering, specularF90 ); const totalScattering = singleScattering.add( multiScattering ); const diffuse = diffuseColor.mul( totalScattering.r.max( totalScattering.g ).max( totalScattering.b ).oneMinus() ); reflectedLight.indirectSpecular.addAssign( radiance.mul( singleScattering ) ); reflectedLight.indirectSpecular.addAssign( multiScattering.mul( cosineWeightedIrradiance ) ); reflectedLight.indirectDiffuse.addAssign( diffuse.mul( cosineWeightedIrradiance ) ); } ambientOcclusion( { ambientOcclusion, reflectedLight } ) { const dotNV = transformedNormalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV const aoNV = dotNV.add( ambientOcclusion ); const aoExp = roughness.mul( - 16.0 ).oneMinus().negate().exp2(); const aoNode = ambientOcclusion.sub( aoNV.pow( aoExp ).oneMinus() ).clamp(); if ( this.clearcoat === true ) { this.clearcoatSpecularIndirect.mulAssign( ambientOcclusion ); } if ( this.sheen === true ) { this.sheenSpecularIndirect.mulAssign( ambientOcclusion ); } reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion ); reflectedLight.indirectSpecular.mulAssign( aoNode ); } finish( context ) { const { outgoingLight } = context; if ( this.clearcoat === true ) { const dotNVcc = transformedClearcoatNormalView.dot( positionViewDirection ).clamp(); const Fcc = F_Schlick( { dotVH: dotNVcc, f0: clearcoatF0, f90: clearcoatF90 } ); const clearcoatLight = outgoingLight.mul( clearcoat.mul( Fcc ).oneMinus() ).add( this.clearcoatSpecularDirect.add( this.clearcoatSpecularIndirect ).mul( clearcoat ) ); outgoingLight.assign( clearcoatLight ); } if ( this.sheen === true ) { const sheenEnergyComp = sheen.r.max( sheen.g ).max( sheen.b ).mul( 0.157 ).oneMinus(); const sheenLight = outgoingLight.mul( sheenEnergyComp ).add( this.sheenSpecularDirect, this.sheenSpecularIndirect ); outgoingLight.assign( sheenLight ); } } } export default PhysicalLightingModel;