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- import BRDF_Lambert from './BSDF/BRDF_Lambert.js';
- import BRDF_GGX from './BSDF/BRDF_GGX.js';
- import DFGApprox from './BSDF/DFGApprox.js';
- import {
- ShaderNode,
- vec3, mul, saturate, add, sub, dot, div, transformedNormalView,
- pow, exp2, dotNV,
- diffuseColor, specularColor, roughness, temp
- } from '../shadernode/ShaderNodeElements.js';
- // 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/
- const computeMultiscattering = ( singleScatter, multiScatter, specularF90 = 1 ) => {
- const fab = DFGApprox.call( { roughness } );
- const FssEss = add( mul( specularColor, fab.x ), mul( specularF90, fab.y ) );
- const Ess = add( fab.x, fab.y );
- const Ems = sub( 1.0, Ess );
- const Favg = add( specularColor, mul( sub( 1.0, specularColor ), 0.047619 ) ); // 1/21
- const Fms = div( mul( FssEss, Favg ), sub( 1.0, mul( Ems, Favg ) ) );
- singleScatter.add( FssEss );
- multiScatter.add( mul( Fms, Ems ) );
- };
- const RE_IndirectSpecular_Physical = new ShaderNode( ( inputs ) => {
- const { radiance, iblIrradiance, reflectedLight } = inputs;
- // Both indirect specular and indirect diffuse light accumulate here
- const singleScattering = temp( vec3() );
- const multiScattering = temp( vec3() );
- const cosineWeightedIrradiance = mul( iblIrradiance, 1 / Math.PI );
- computeMultiscattering( singleScattering, multiScattering );
- const diffuse = mul( diffuseColor, sub( 1.0, add( singleScattering, multiScattering ) ) );
- reflectedLight.indirectSpecular.add( mul( radiance, singleScattering ) );
- reflectedLight.indirectSpecular.add( mul( multiScattering, cosineWeightedIrradiance ) );
- reflectedLight.indirectDiffuse.add( mul( diffuse, cosineWeightedIrradiance ) );
- } );
- const RE_IndirectDiffuse_Physical = new ShaderNode( ( inputs ) => {
- const { irradiance, reflectedLight } = inputs;
- reflectedLight.indirectDiffuse.add( mul( irradiance, BRDF_Lambert.call( { diffuseColor } ) ) );
- } );
- const RE_Direct_Physical = new ShaderNode( ( inputs ) => {
- const { lightDirection, lightColor, reflectedLight } = inputs;
- const dotNL = saturate( dot( transformedNormalView, lightDirection ) );
- const irradiance = mul( dotNL, lightColor );
- reflectedLight.directDiffuse.add( mul( irradiance, BRDF_Lambert.call( { diffuseColor: diffuseColor.rgb } ) ) );
- reflectedLight.directSpecular.add( mul( irradiance, BRDF_GGX.call( { lightDirection, f0: specularColor, f90: 1, roughness } ) ) );
- } );
- const RE_AmbientOcclusion_Physical = new ShaderNode( ( { ambientOcclusion, reflectedLight } ) => {
- const aoNV = add( dotNV, ambientOcclusion );
- const aoExp = exp2( sub( mul( - 16.0, roughness ), 1.0 ) );
- const aoNode = saturate( add( sub( pow( aoNV, aoExp ), 1.0 ), ambientOcclusion ) );
- reflectedLight.indirectDiffuse.mul( ambientOcclusion );
- reflectedLight.indirectSpecular.mul( aoNode );
- } );
- const PhysicalLightingModel = {
- direct: RE_Direct_Physical,
- indirectDiffuse: RE_IndirectDiffuse_Physical,
- indirectSpecular: RE_IndirectSpecular_Physical,
- ambientOcclusion: RE_AmbientOcclusion_Physical
- };
- export default PhysicalLightingModel;
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