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