Add support for bent normals for indirect lighting and specular occlusion
This commit is contained in:
@ -120,6 +120,15 @@
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<member name="backlight_texture" type="Texture2D" setter="set_texture" getter="get_texture">
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Texture used to control the backlight effect per-pixel. Added to [member backlight].
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</member>
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<member name="bent_normal_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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If [code]true[/code], the bent normal map is enabled. This allows for more accurate indirect lighting and specular occlusion.
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</member>
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<member name="bent_normal_texture" type="Texture2D" setter="set_texture" getter="get_texture">
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Texture that specifies the average direction of incoming ambient light at a given pixel. The [member bent_normal_texture] only uses the red and green channels; the blue and alpha channels are ignored. The normal read from [member bent_normal_texture] is oriented around the surface normal provided by the [Mesh].
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[b]Note:[/b] A bent normal map is different from a regular normal map. When baking a bent normal map make sure to use [b]a cosine distribution[/b] for the bent normal map to work correctly.
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[b]Note:[/b] The mesh must have both normals and tangents defined in its vertex data. Otherwise, the shading produced by the bent normal map will not look correct. If creating geometry with [SurfaceTool], you can use [method SurfaceTool.generate_normals] and [method SurfaceTool.generate_tangents] to automatically generate normals and tangents respectively.
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[b]Note:[/b] Godot expects the bent normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
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</member>
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<member name="billboard_keep_scale" type="bool" setter="set_flag" getter="get_flag" default="false">
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If [code]true[/code], the shader will keep the scale set for the mesh. Otherwise, the scale is lost when billboarding. Only applies when [member billboard_mode] is not [constant BILLBOARD_DISABLED].
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</member>
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@ -461,6 +470,9 @@
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<constant name="TEXTURE_NORMAL" value="4" enum="TextureParam">
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Texture specifying per-pixel normal vector.
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</constant>
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<constant name="TEXTURE_BENT_NORMAL" value="18" enum="TextureParam">
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Texture specifying per-pixel bent normal vector.
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</constant>
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<constant name="TEXTURE_RIM" value="5" enum="TextureParam">
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Texture specifying per-pixel rim value.
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</constant>
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@ -500,7 +512,7 @@
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<constant name="TEXTURE_ORM" value="17" enum="TextureParam">
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Texture holding ambient occlusion, roughness, and metallic.
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</constant>
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<constant name="TEXTURE_MAX" value="18" enum="TextureParam">
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<constant name="TEXTURE_MAX" value="19" enum="TextureParam">
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Represents the size of the [enum TextureParam] enum.
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</constant>
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<constant name="TEXTURE_FILTER_NEAREST" value="0" enum="TextureFilter">
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@ -596,7 +608,10 @@
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<constant name="FEATURE_DETAIL" value="11" enum="Feature">
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Constant for setting [member detail_enabled].
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</constant>
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<constant name="FEATURE_MAX" value="12" enum="Feature">
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<constant name="FEATURE_BENT_NORMAL_MAPPING" value="12" enum="Feature">
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Constant for setting [member bent_normal_enabled].
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</constant>
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<constant name="FEATURE_MAX" value="13" enum="Feature">
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Represents the size of the [enum Feature] enum.
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</constant>
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<constant name="BLEND_MODE_MIX" value="0" enum="BlendMode">
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@ -1842,6 +1842,10 @@ void main() {
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vec3 normal_map = vec3(0.5);
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#endif
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#if defined(BENT_NORMAL_MAP_USED)
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vec3 bent_normal_map = vec3(0.5);
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#endif
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float normal_map_depth = 1.0;
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vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size;
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@ -1253,6 +1253,7 @@ MaterialStorage::MaterialStorage() {
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actions.renames["FRONT_FACING"] = "gl_FrontFacing";
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actions.renames["NORMAL_MAP"] = "normal_map";
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actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
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actions.renames["BENT_NORMAL_MAP"] = "bent_normal_map";
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actions.renames["ALBEDO"] = "albedo";
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actions.renames["ALPHA"] = "alpha";
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actions.renames["PREMUL_ALPHA_FACTOR"] = "premul_alpha";
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@ -1330,6 +1331,7 @@ MaterialStorage::MaterialStorage() {
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actions.usage_defines["CUSTOM3"] = "#define CUSTOM3_USED\n";
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actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
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actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
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actions.usage_defines["BENT_NORMAL_MAP"] = "#define BENT_NORMAL_MAP_USED\n";
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actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
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actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
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actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
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@ -2904,6 +2906,7 @@ void SceneShaderData::set_code(const String &p_code) {
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uses_screen_texture_mipmaps = false;
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uses_depth_texture = false;
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uses_normal_texture = false;
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uses_bent_normal_texture = false;
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uses_time = false;
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uses_vertex_time = false;
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uses_fragment_time = false;
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@ -2977,6 +2980,7 @@ void SceneShaderData::set_code(const String &p_code) {
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actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
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actions.usage_flag_pointers["NORMAL"] = &uses_normal;
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actions.usage_flag_pointers["NORMAL_MAP"] = &uses_normal;
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actions.usage_flag_pointers["BENT_NORMAL_MAP"] = &uses_bent_normal_texture;
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actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size;
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actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size;
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@ -305,6 +305,7 @@ struct SceneShaderData : public ShaderData {
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bool uses_screen_texture_mipmaps;
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bool uses_depth_texture;
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bool uses_normal_texture;
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bool uses_bent_normal_texture;
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bool uses_time;
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bool uses_vertex_time;
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bool uses_fragment_time;
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@ -646,6 +646,7 @@ void BaseMaterial3D::init_shaders() {
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shader_names->texture_names[TEXTURE_ROUGHNESS] = "texture_roughness";
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shader_names->texture_names[TEXTURE_EMISSION] = "texture_emission";
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shader_names->texture_names[TEXTURE_NORMAL] = "texture_normal";
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shader_names->texture_names[TEXTURE_BENT_NORMAL] = "texture_bent_normal";
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shader_names->texture_names[TEXTURE_RIM] = "texture_rim";
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shader_names->texture_names[TEXTURE_CLEARCOAT] = "texture_clearcoat";
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shader_names->texture_names[TEXTURE_FLOWMAP] = "texture_flowmap";
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@ -1022,6 +1023,12 @@ uniform vec4 refraction_texture_channel;
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code += vformat(R"(
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uniform sampler2D texture_normal : hint_roughness_normal, %s;
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uniform float normal_scale : hint_range(-16.0, 16.0);
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)",
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texfilter_str);
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}
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if (features[FEATURE_BENT_NORMAL_MAPPING]) {
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code += vformat(R"(
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uniform sampler2D texture_bent_normal : hint_roughness_normal, %s;
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)",
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texfilter_str);
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}
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@ -1641,6 +1648,13 @@ void fragment() {)";
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code += " NORMAL_MAP_DEPTH = normal_scale;\n";
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}
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if (features[FEATURE_BENT_NORMAL_MAPPING]) {
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code += R"(
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// Bent Normal Map: Enabled
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BENT_NORMAL_MAP = texture(texture_bent_normal, base_uv).rgb;
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)";
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}
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if (features[FEATURE_EMISSION]) {
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code += R"(
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// Emission: Enabled
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@ -2440,6 +2454,7 @@ void BaseMaterial3D::_validate_feature(const String &text, Feature feature, Prop
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void BaseMaterial3D::_validate_property(PropertyInfo &p_property) const {
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_validate_feature("normal", FEATURE_NORMAL_MAPPING, p_property);
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_validate_feature("bent_normal", FEATURE_BENT_NORMAL_MAPPING, p_property);
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_validate_feature("emission", FEATURE_EMISSION, p_property);
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_validate_feature("rim", FEATURE_RIM, p_property);
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_validate_feature("clearcoat", FEATURE_CLEARCOAT, p_property);
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@ -2585,6 +2600,10 @@ void BaseMaterial3D::_validate_property(PropertyInfo &p_property) const {
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p_property.usage = PROPERTY_USAGE_NONE;
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}
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if (p_property.name.begins_with("bent_normal")) {
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p_property.usage = PROPERTY_USAGE_NONE;
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}
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if (p_property.name.begins_with("backlight")) {
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p_property.usage = PROPERTY_USAGE_NONE;
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}
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@ -3251,6 +3270,10 @@ void BaseMaterial3D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "normal_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_normal_scale", "get_normal_scale");
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ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_NORMAL);
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ADD_GROUP("Bent Normal Map", "bent_normal_");
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "bent_normal_enabled", PROPERTY_HINT_GROUP_ENABLE), "set_feature", "get_feature", FEATURE_BENT_NORMAL_MAPPING);
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ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "bent_normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_BENT_NORMAL);
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ADD_GROUP("Rim", "rim_");
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "rim_enabled", PROPERTY_HINT_GROUP_ENABLE), "set_feature", "get_feature", FEATURE_RIM);
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rim", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim", "get_rim");
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@ -3377,6 +3400,7 @@ void BaseMaterial3D::_bind_methods() {
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BIND_ENUM_CONSTANT(TEXTURE_ROUGHNESS);
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BIND_ENUM_CONSTANT(TEXTURE_EMISSION);
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BIND_ENUM_CONSTANT(TEXTURE_NORMAL);
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BIND_ENUM_CONSTANT(TEXTURE_BENT_NORMAL);
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BIND_ENUM_CONSTANT(TEXTURE_RIM);
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BIND_ENUM_CONSTANT(TEXTURE_CLEARCOAT);
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BIND_ENUM_CONSTANT(TEXTURE_FLOWMAP);
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@ -3427,6 +3451,7 @@ void BaseMaterial3D::_bind_methods() {
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BIND_ENUM_CONSTANT(FEATURE_BACKLIGHT);
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BIND_ENUM_CONSTANT(FEATURE_REFRACTION);
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BIND_ENUM_CONSTANT(FEATURE_DETAIL);
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BIND_ENUM_CONSTANT(FEATURE_BENT_NORMAL_MAPPING);
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BIND_ENUM_CONSTANT(FEATURE_MAX);
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BIND_ENUM_CONSTANT(BLEND_MODE_MIX);
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@ -162,8 +162,8 @@ public:
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TEXTURE_DETAIL_ALBEDO,
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TEXTURE_DETAIL_NORMAL,
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TEXTURE_ORM,
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TEXTURE_BENT_NORMAL,
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TEXTURE_MAX
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};
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enum TextureFilter {
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@ -218,6 +218,7 @@ public:
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FEATURE_BACKLIGHT,
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FEATURE_REFRACTION,
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FEATURE_DETAIL,
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FEATURE_BENT_NORMAL_MAPPING,
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FEATURE_MAX
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};
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@ -3977,6 +3977,8 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
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{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal Map", "NORMAL_MAP" },
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{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Normal Map Depth", "NORMAL_MAP_DEPTH" },
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{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Bent Normal Map", "BENT_NORMAL_MAP" },
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{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim", "RIM" },
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{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim Tint", "RIM_TINT" },
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{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Clearcoat", "CLEARCOAT" },
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@ -67,6 +67,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
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uses_normal = false;
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uses_tangent = false;
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uses_normal_map = false;
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uses_bent_normal_map = false;
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wireframe = false;
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unshaded = false;
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@ -125,6 +126,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
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actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
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actions.usage_flag_pointers["NORMAL"] = &uses_normal;
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actions.usage_flag_pointers["NORMAL_MAP"] = &uses_normal_map;
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actions.usage_flag_pointers["BENT_NORMAL_MAP"] = &uses_bent_normal_map;
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actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size;
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actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size;
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@ -169,7 +171,9 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
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uses_vertex_time = gen_code.uses_vertex_time;
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uses_fragment_time = gen_code.uses_fragment_time;
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uses_normal |= uses_normal_map;
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uses_normal |= uses_bent_normal_map;
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uses_tangent |= uses_normal_map;
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uses_tangent |= uses_bent_normal_map;
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#if 0
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print_line("**compiling shader:");
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@ -630,6 +634,7 @@ void SceneShaderForwardClustered::init(const String p_defines) {
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actions.renames["FRONT_FACING"] = "gl_FrontFacing";
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actions.renames["NORMAL_MAP"] = "normal_map";
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actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
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actions.renames["BENT_NORMAL_MAP"] = "bent_normal_map";
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actions.renames["ALBEDO"] = "albedo";
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actions.renames["ALPHA"] = "alpha";
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actions.renames["PREMUL_ALPHA_FACTOR"] = "premul_alpha";
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@ -707,6 +712,7 @@ void SceneShaderForwardClustered::init(const String p_defines) {
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actions.usage_defines["CUSTOM3"] = "#define CUSTOM3_USED\n";
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actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
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actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
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actions.usage_defines["BENT_NORMAL_MAP"] = "#define BENT_NORMAL_MAP_USED\n";
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actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
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actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
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actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
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@ -228,6 +228,7 @@ public:
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bool uses_tangent = false;
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bool uses_particle_trails = false;
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bool uses_normal_map = false;
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bool uses_bent_normal_map = false;
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bool wireframe = false;
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bool unshaded = false;
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@ -69,6 +69,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
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uses_normal = false;
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uses_tangent = false;
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uses_normal_map = false;
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uses_bent_normal_map = false;
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wireframe = false;
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unshaded = false;
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@ -126,6 +127,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
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actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
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actions.usage_flag_pointers["NORMAL"] = &uses_normal;
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actions.usage_flag_pointers["NORMAL_MAP"] = &uses_normal_map;
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actions.usage_flag_pointers["BENT_NORMAL_MAP"] = &uses_bent_normal_map;
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actions.usage_flag_pointers["TANGENT"] = &uses_tangent;
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actions.usage_flag_pointers["BINORMAL"] = &uses_tangent;
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@ -165,7 +167,9 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
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uses_depth_texture = gen_code.uses_depth_texture;
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uses_normal_texture = gen_code.uses_normal_roughness_texture;
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uses_normal |= uses_normal_map;
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uses_normal |= uses_bent_normal_map;
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uses_tangent |= uses_normal_map;
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uses_tangent |= uses_bent_normal_map;
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#ifdef DEBUG_ENABLED
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if (uses_sss) {
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@ -563,6 +567,7 @@ void SceneShaderForwardMobile::init(const String p_defines) {
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actions.renames["FRONT_FACING"] = "gl_FrontFacing";
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actions.renames["NORMAL_MAP"] = "normal_map";
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actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
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actions.renames["BENT_NORMAL_MAP"] = "bent_normal_map";
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actions.renames["ALBEDO"] = "albedo";
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actions.renames["ALPHA"] = "alpha";
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actions.renames["PREMUL_ALPHA_FACTOR"] = "premul_alpha";
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@ -640,6 +645,7 @@ void SceneShaderForwardMobile::init(const String p_defines) {
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actions.usage_defines["CUSTOM3"] = "#define CUSTOM3_USED\n";
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actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
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actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
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actions.usage_defines["BENT_NORMAL_MAP"] = "#define BENT_NORMAL_MAP_USED\n";
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actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
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actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
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actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
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@ -217,6 +217,7 @@ public:
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bool uses_tangent = false;
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bool uses_particle_trails = false;
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bool uses_normal_map = false;
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bool uses_bent_normal_map = false;
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bool wireframe = false;
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bool unshaded = false;
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@ -1201,6 +1201,11 @@ void fragment_shader(in SceneData scene_data) {
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vec3 normal_map = vec3(0.5);
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#endif
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#if defined(BENT_NORMAL_MAP_USED)
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vec3 bent_normal_vector = vec3(0.5);
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vec3 bent_normal_map = vec3(0.5);
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#endif
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float normal_map_depth = 1.0;
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vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size;
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@ -1331,6 +1336,13 @@ void fragment_shader(in SceneData scene_data) {
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normal = geo_normal;
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#endif // NORMAL_MAP_USED
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#ifdef BENT_NORMAL_MAP_USED
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bent_normal_map.xy = bent_normal_map.xy * 2.0 - 1.0;
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bent_normal_map.z = sqrt(max(0.0, 1.0 - dot(bent_normal_map.xy, bent_normal_map.xy)));
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bent_normal_vector = normalize(tangent * bent_normal_map.x + binormal * bent_normal_map.y + normal * bent_normal_map.z);
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#endif
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#ifdef LIGHT_ANISOTROPY_USED
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if (anisotropy > 0.01) {
|
||||
@ -1543,7 +1555,8 @@ void fragment_shader(in SceneData scene_data) {
|
||||
#endif
|
||||
//apply energy conservation
|
||||
|
||||
vec3 specular_light = vec3(0.0, 0.0, 0.0);
|
||||
vec3 direct_specular_light = vec3(0.0, 0.0, 0.0);
|
||||
vec3 indirect_specular_light = vec3(0.0, 0.0, 0.0);
|
||||
vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
|
||||
vec3 ambient_light = vec3(0.0, 0.0, 0.0);
|
||||
#ifndef MODE_UNSHADED
|
||||
@ -1554,6 +1567,12 @@ void fragment_shader(in SceneData scene_data) {
|
||||
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
|
||||
|
||||
#ifndef AMBIENT_LIGHT_DISABLED
|
||||
// Use bent normal for indirect lighting where possible
|
||||
#ifdef BENT_NORMAL_MAP_USED
|
||||
vec3 indirect_normal = bent_normal_vector;
|
||||
#else
|
||||
vec3 indirect_normal = normal;
|
||||
#endif
|
||||
|
||||
if (scene_data.use_reflection_cubemap) {
|
||||
#ifdef LIGHT_ANISOTROPY_USED
|
||||
@ -1571,25 +1590,26 @@ void fragment_shader(in SceneData scene_data) {
|
||||
|
||||
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
|
||||
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
|
||||
|
||||
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
|
||||
|
||||
float lod, blend;
|
||||
|
||||
blend = modf(sqrt(roughness) * MAX_ROUGHNESS_LOD, lod);
|
||||
specular_light = texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod)).rgb;
|
||||
specular_light = mix(specular_light, texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod + 1)).rgb, blend);
|
||||
indirect_specular_light = texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod)).rgb;
|
||||
indirect_specular_light = mix(indirect_specular_light, texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod + 1)).rgb, blend);
|
||||
|
||||
#else
|
||||
specular_light = textureLod(samplerCube(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ref_vec, sqrt(roughness) * MAX_ROUGHNESS_LOD).rgb;
|
||||
indirect_specular_light = textureLod(samplerCube(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ref_vec, sqrt(roughness) * MAX_ROUGHNESS_LOD).rgb;
|
||||
|
||||
#endif //USE_RADIANCE_CUBEMAP_ARRAY
|
||||
specular_light *= scene_data.IBL_exposure_normalization;
|
||||
specular_light *= horizon * horizon;
|
||||
specular_light *= scene_data.ambient_light_color_energy.a;
|
||||
indirect_specular_light *= scene_data.IBL_exposure_normalization;
|
||||
indirect_specular_light *= horizon * horizon;
|
||||
indirect_specular_light *= scene_data.ambient_light_color_energy.a;
|
||||
}
|
||||
|
||||
#if defined(CUSTOM_RADIANCE_USED)
|
||||
specular_light = mix(specular_light, custom_radiance.rgb, custom_radiance.a);
|
||||
indirect_specular_light = mix(indirect_specular_light, custom_radiance.rgb, custom_radiance.a);
|
||||
#endif
|
||||
|
||||
#ifndef USE_LIGHTMAP
|
||||
@ -1598,7 +1618,7 @@ void fragment_shader(in SceneData scene_data) {
|
||||
ambient_light = scene_data.ambient_light_color_energy.rgb;
|
||||
|
||||
if (scene_data.use_ambient_cubemap) {
|
||||
vec3 ambient_dir = scene_data.radiance_inverse_xform * normal;
|
||||
vec3 ambient_dir = scene_data.radiance_inverse_xform * indirect_normal;
|
||||
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
|
||||
vec3 cubemap_ambient = texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ambient_dir, MAX_ROUGHNESS_LOD)).rgb;
|
||||
#else
|
||||
@ -1623,9 +1643,9 @@ void fragment_shader(in SceneData scene_data) {
|
||||
float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV));
|
||||
float attenuation = 1.0 - Fc;
|
||||
ambient_light *= attenuation;
|
||||
specular_light *= attenuation;
|
||||
indirect_specular_light *= attenuation;
|
||||
|
||||
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
|
||||
float horizon = min(1.0 + dot(ref_vec, indirect_normal), 1.0);
|
||||
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
|
||||
float roughness_lod = mix(0.001, 0.1, sqrt(clearcoat_roughness)) * MAX_ROUGHNESS_LOD;
|
||||
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
|
||||
@ -1639,7 +1659,7 @@ void fragment_shader(in SceneData scene_data) {
|
||||
vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ref_vec, roughness_lod).rgb;
|
||||
|
||||
#endif //USE_RADIANCE_CUBEMAP_ARRAY
|
||||
specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a;
|
||||
indirect_specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a;
|
||||
}
|
||||
#endif // LIGHT_CLEARCOAT_USED
|
||||
#endif // !AMBIENT_LIGHT_DISABLED
|
||||
@ -1657,7 +1677,7 @@ void fragment_shader(in SceneData scene_data) {
|
||||
uint index = instances.data[instance_index].gi_offset;
|
||||
|
||||
// The world normal.
|
||||
vec3 wnormal = mat3(scene_data.inv_view_matrix) * normal;
|
||||
vec3 wnormal = mat3(scene_data.inv_view_matrix) * indirect_normal;
|
||||
|
||||
// The SH coefficients used for evaluating diffuse data from SH probes.
|
||||
const float c[5] = float[](
|
||||
@ -1706,7 +1726,7 @@ void fragment_shader(in SceneData scene_data) {
|
||||
lm_light_l1p1 = (textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb - vec3(0.5)) * 2.0;
|
||||
}
|
||||
|
||||
vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal);
|
||||
vec3 n = normalize(lightmaps.data[ofs].normal_xform * indirect_normal);
|
||||
float en = lightmaps.data[ofs].exposure_normalization;
|
||||
|
||||
ambient_light += lm_light_l0 * en;
|
||||
@ -1728,8 +1748,8 @@ void fragment_shader(in SceneData scene_data) {
|
||||
|
||||
//make vertex orientation the world one, but still align to camera
|
||||
vec3 cam_pos = mat3(scene_data.inv_view_matrix) * vertex;
|
||||
vec3 cam_normal = mat3(scene_data.inv_view_matrix) * normal;
|
||||
vec3 cam_reflection = mat3(scene_data.inv_view_matrix) * reflect(-view, normal);
|
||||
vec3 cam_normal = mat3(scene_data.inv_view_matrix) * indirect_normal;
|
||||
vec3 cam_reflection = mat3(scene_data.inv_view_matrix) * reflect(-view, indirect_normal);
|
||||
|
||||
//apply y-mult
|
||||
cam_pos.y *= sdfgi.y_mult;
|
||||
@ -1775,7 +1795,7 @@ void fragment_shader(in SceneData scene_data) {
|
||||
if (cascade == sdfgi.max_cascades - 1) {
|
||||
diffuse = mix(diffuse, ambient_light, blend);
|
||||
if (use_specular) {
|
||||
specular = mix(specular, specular_light, blend);
|
||||
indirect_specular_light = mix(specular, indirect_specular_light, blend);
|
||||
}
|
||||
} else {
|
||||
vec3 diffuse2, specular2;
|
||||
@ -1791,7 +1811,7 @@ void fragment_shader(in SceneData scene_data) {
|
||||
|
||||
ambient_light = diffuse;
|
||||
if (use_specular) {
|
||||
specular_light = specular;
|
||||
indirect_specular_light = specular;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1800,8 +1820,8 @@ void fragment_shader(in SceneData scene_data) {
|
||||
uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
|
||||
// Make vertex orientation the world one, but still align to camera.
|
||||
vec3 cam_pos = mat3(scene_data.inv_view_matrix) * vertex;
|
||||
vec3 cam_normal = mat3(scene_data.inv_view_matrix) * normal;
|
||||
vec3 ref_vec = mat3(scene_data.inv_view_matrix) * normalize(reflect(-view, normal));
|
||||
vec3 cam_normal = mat3(scene_data.inv_view_matrix) * indirect_normal;
|
||||
vec3 ref_vec = mat3(scene_data.inv_view_matrix) * normalize(reflect(-view, indirect_normal));
|
||||
|
||||
//find arbitrary tangent and bitangent, then build a matrix
|
||||
vec3 v0 = abs(cam_normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
|
||||
@ -1811,12 +1831,12 @@ void fragment_shader(in SceneData scene_data) {
|
||||
|
||||
vec4 amb_accum = vec4(0.0);
|
||||
vec4 spec_accum = vec4(0.0);
|
||||
voxel_gi_compute(index1, cam_pos, cam_normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum);
|
||||
voxel_gi_compute(index1, cam_pos, cam_normal, ref_vec, normal_mat, roughness * roughness, ambient_light, indirect_specular_light, spec_accum, amb_accum);
|
||||
|
||||
uint index2 = instances.data[instance_index].gi_offset >> 16;
|
||||
|
||||
if (index2 != 0xFFFF) {
|
||||
voxel_gi_compute(index2, cam_pos, cam_normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum);
|
||||
voxel_gi_compute(index2, cam_pos, cam_normal, ref_vec, normal_mat, roughness * roughness, ambient_light, indirect_specular_light, spec_accum, amb_accum);
|
||||
}
|
||||
|
||||
if (amb_accum.a > 0.0) {
|
||||
@ -1827,7 +1847,7 @@ void fragment_shader(in SceneData scene_data) {
|
||||
spec_accum.rgb /= spec_accum.a;
|
||||
}
|
||||
|
||||
specular_light = spec_accum.rgb;
|
||||
indirect_specular_light = spec_accum.rgb;
|
||||
ambient_light = amb_accum.rgb;
|
||||
}
|
||||
|
||||
@ -1839,18 +1859,18 @@ void fragment_shader(in SceneData scene_data) {
|
||||
vec2 base_coord = screen_uv;
|
||||
vec2 closest_coord = base_coord;
|
||||
#ifdef USE_MULTIVIEW
|
||||
float closest_ang = dot(normal, normalize(textureLod(sampler2DArray(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), vec3(base_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0));
|
||||
float closest_ang = dot(indirect_normal, normalize(textureLod(sampler2DArray(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), vec3(base_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0));
|
||||
#else // USE_MULTIVIEW
|
||||
float closest_ang = dot(normal, normalize(textureLod(sampler2D(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), base_coord, 0.0).xyz * 2.0 - 1.0));
|
||||
float closest_ang = dot(indirect_normal, normalize(textureLod(sampler2D(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), base_coord, 0.0).xyz * 2.0 - 1.0));
|
||||
#endif // USE_MULTIVIEW
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
const vec2 neighbors[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1));
|
||||
vec2 neighbour_coord = base_coord + neighbors[i] * scene_data.screen_pixel_size;
|
||||
#ifdef USE_MULTIVIEW
|
||||
float neighbour_ang = dot(normal, normalize(textureLod(sampler2DArray(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), vec3(neighbour_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0));
|
||||
float neighbour_ang = dot(indirect_normal, normalize(textureLod(sampler2DArray(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), vec3(neighbour_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0));
|
||||
#else // USE_MULTIVIEW
|
||||
float neighbour_ang = dot(normal, normalize(textureLod(sampler2D(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), neighbour_coord, 0.0).xyz * 2.0 - 1.0));
|
||||
float neighbour_ang = dot(indirect_normal, normalize(textureLod(sampler2D(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), neighbour_coord, 0.0).xyz * 2.0 - 1.0));
|
||||
#endif // USE_MULTIVIEW
|
||||
if (neighbour_ang > closest_ang) {
|
||||
closest_ang = neighbour_ang;
|
||||
@ -1873,7 +1893,7 @@ void fragment_shader(in SceneData scene_data) {
|
||||
#endif // USE_MULTIVIEW
|
||||
|
||||
ambient_light = mix(ambient_light, buffer_ambient.rgb, buffer_ambient.a);
|
||||
specular_light = mix(specular_light, buffer_reflection.rgb, buffer_reflection.a);
|
||||
indirect_specular_light = mix(indirect_specular_light, buffer_reflection.rgb, buffer_reflection.a);
|
||||
}
|
||||
#endif // !USE_LIGHTMAP
|
||||
|
||||
@ -1945,7 +1965,7 @@ void fragment_shader(in SceneData scene_data) {
|
||||
break;
|
||||
}
|
||||
|
||||
reflection_process(reflection_index, vertex, ref_vec, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
|
||||
reflection_process(reflection_index, vertex, ref_vec, normal, roughness, ambient_light, indirect_specular_light, ambient_accum, reflection_accum);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1954,11 +1974,11 @@ void fragment_shader(in SceneData scene_data) {
|
||||
}
|
||||
|
||||
if (reflection_accum.a < 1.0) {
|
||||
reflection_accum.rgb = specular_light * (1.0 - reflection_accum.a) + reflection_accum.rgb;
|
||||
reflection_accum.rgb = indirect_specular_light * (1.0 - reflection_accum.a) + reflection_accum.rgb;
|
||||
}
|
||||
|
||||
if (reflection_accum.a > 0.0) {
|
||||
specular_light = reflection_accum.rgb;
|
||||
indirect_specular_light = reflection_accum.rgb;
|
||||
}
|
||||
|
||||
#if !defined(USE_LIGHTMAP)
|
||||
@ -1972,6 +1992,38 @@ void fragment_shader(in SceneData scene_data) {
|
||||
{
|
||||
ambient_light *= ao;
|
||||
#ifndef SPECULAR_OCCLUSION_DISABLED
|
||||
#ifdef BENT_NORMAL_MAP_USED
|
||||
// Apply cone to cone intersection with cosine weighted assumption:
|
||||
// https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
|
||||
float cos_a_v = sqrt(1.0 - ao);
|
||||
float limited_roughness = max(roughness, 0.01); // Avoid artifacts at really low roughness.
|
||||
float cos_a_s = exp2((-log(10.0) / log(2.0)) * limited_roughness * limited_roughness);
|
||||
float cos_b = dot(bent_normal_vector, reflect(-view, normal));
|
||||
|
||||
// Intersection between the spherical caps of the visibility and specular cone.
|
||||
// Based on Christopher Oat and Pedro V. Sander's "Ambient aperture lighting":
|
||||
// https://advances.realtimerendering.com/s2006/Chapter8-Ambient_Aperture_Lighting.pdf
|
||||
float r1 = acos(cos_a_v);
|
||||
float r2 = acos(cos_a_s);
|
||||
float d = acos(cos_b);
|
||||
float area = 0.0;
|
||||
|
||||
if (d <= max(r1, r2) - min(r1, r2)) {
|
||||
// One cap is enclosed in the other.
|
||||
area = M_TAU - M_TAU * max(cos_a_v, cos_a_s);
|
||||
} else if (d >= r1 + r2) {
|
||||
// No intersection.
|
||||
area = 0.0;
|
||||
} else {
|
||||
float delta = abs(r1 - r2);
|
||||
float x = 1.0 - clamp((d - delta) / (r1 + r2 - delta), 0.0, 1.0);
|
||||
area = smoothstep(0.0, 1.0, x);
|
||||
area *= M_TAU - M_TAU * max(cos_a_v, cos_a_s);
|
||||
}
|
||||
|
||||
float specular_occlusion = area / (M_TAU * (1.0 - cos_a_s));
|
||||
indirect_specular_light *= specular_occlusion;
|
||||
#else // BENT_NORMAL_MAP_USED
|
||||
float specular_occlusion = (ambient_light.r * 0.3 + ambient_light.g * 0.59 + ambient_light.b * 0.11) * 2.0; // Luminance of ambient light.
|
||||
specular_occlusion = min(specular_occlusion * 4.0, 1.0); // This multiplication preserves speculars on bright areas.
|
||||
|
||||
@ -1979,7 +2031,8 @@ void fragment_shader(in SceneData scene_data) {
|
||||
// 10.0 is a magic number, it gives the intended effect in most scenarios.
|
||||
// Low enough for occlusion, high enough for reaction to lights and shadows.
|
||||
specular_occlusion = max(min(reflective_f * specular_occlusion * 10.0, 1.0), specular_occlusion);
|
||||
specular_light *= specular_occlusion;
|
||||
indirect_specular_light *= specular_occlusion;
|
||||
#endif // BENT_NORMAL_MAP_USED
|
||||
#endif // SPECULAR_OCCLUSION_DISABLED
|
||||
ambient_light *= albedo.rgb;
|
||||
|
||||
@ -1994,6 +2047,7 @@ void fragment_shader(in SceneData scene_data) {
|
||||
}
|
||||
}
|
||||
#endif // AMBIENT_LIGHT_DISABLED
|
||||
|
||||
// convert ao to direct light ao
|
||||
ao = mix(1.0, ao, ao_light_affect);
|
||||
|
||||
@ -2003,7 +2057,7 @@ void fragment_shader(in SceneData scene_data) {
|
||||
{
|
||||
#if defined(DIFFUSE_TOON)
|
||||
//simplify for toon, as
|
||||
specular_light *= specular * metallic * albedo * 2.0;
|
||||
indirect_specular_light *= specular * metallic * albedo * 2.0;
|
||||
#else
|
||||
// Base Layer
|
||||
float NdotV = clamp(dot(normal, view), 0.0001, 1.0);
|
||||
@ -2013,7 +2067,7 @@ void fragment_shader(in SceneData scene_data) {
|
||||
|
||||
// cheap luminance approximation
|
||||
float f90 = clamp(50.0 * f0.g, metallic, 1.0);
|
||||
specular_light *= energy_compensation * (f90 * envBRDF.x + f0 * envBRDF.y);
|
||||
indirect_specular_light *= energy_compensation * (f90 * envBRDF.x + f0 * envBRDF.y);
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -2030,7 +2084,7 @@ void fragment_shader(in SceneData scene_data) {
|
||||
|
||||
#ifdef USE_VERTEX_LIGHTING
|
||||
diffuse_light += diffuse_light_interp.rgb;
|
||||
specular_light += specular_light_interp.rgb * f0;
|
||||
direct_specular_light += specular_light_interp.rgb * f0;
|
||||
#endif
|
||||
|
||||
{ // Directional light.
|
||||
@ -2283,7 +2337,7 @@ void fragment_shader(in SceneData scene_data) {
|
||||
|
||||
#ifdef USE_VERTEX_LIGHTING
|
||||
diffuse_light *= mix(1.0, shadow, diffuse_light_interp.a);
|
||||
specular_light *= mix(1.0, shadow, specular_light_interp.a);
|
||||
direct_specular_light *= mix(1.0, shadow, specular_light_interp.a);
|
||||
#endif
|
||||
|
||||
#undef BIAS_FUNC
|
||||
@ -2301,7 +2355,7 @@ void fragment_shader(in SceneData scene_data) {
|
||||
|
||||
#ifdef USE_VERTEX_LIGHTING
|
||||
diffuse_light *= mix(1.0, shadowmask, diffuse_light_interp.a);
|
||||
specular_light *= mix(1.0, shadowmask, specular_light_interp.a);
|
||||
direct_specular_light *= mix(1.0, shadowmask, specular_light_interp.a);
|
||||
#endif
|
||||
|
||||
shadow0 |= uint(clamp(shadowmask * 255.0, 0.0, 255.0));
|
||||
@ -2433,7 +2487,7 @@ void fragment_shader(in SceneData scene_data) {
|
||||
tangent, anisotropy,
|
||||
#endif
|
||||
diffuse_light,
|
||||
specular_light);
|
||||
direct_specular_light);
|
||||
}
|
||||
#endif // USE_VERTEX_LIGHTING
|
||||
}
|
||||
@ -2501,7 +2555,7 @@ void fragment_shader(in SceneData scene_data) {
|
||||
#ifdef LIGHT_ANISOTROPY_USED
|
||||
tangent, binormal, anisotropy,
|
||||
#endif
|
||||
diffuse_light, specular_light);
|
||||
diffuse_light, direct_specular_light);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -2570,7 +2624,7 @@ void fragment_shader(in SceneData scene_data) {
|
||||
tangent,
|
||||
binormal, anisotropy,
|
||||
#endif
|
||||
diffuse_light, specular_light);
|
||||
diffuse_light, direct_specular_light);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -2746,8 +2800,8 @@ void fragment_shader(in SceneData scene_data) {
|
||||
|
||||
// apply direct light AO
|
||||
ao = unpackUnorm4x8(orms).x;
|
||||
specular_light *= ao;
|
||||
diffuse_light *= ao;
|
||||
direct_specular_light *= ao;
|
||||
|
||||
// apply metallic
|
||||
metallic = unpackUnorm4x8(orms).z;
|
||||
@ -2771,7 +2825,7 @@ void fragment_shader(in SceneData scene_data) {
|
||||
sss_strength = -sss_strength;
|
||||
#endif
|
||||
diffuse_buffer = vec4(emission + diffuse_light + ambient_light, sss_strength);
|
||||
specular_buffer = vec4(specular_light, metallic);
|
||||
specular_buffer = vec4(direct_specular_light + indirect_specular_light, metallic);
|
||||
#endif
|
||||
|
||||
#ifndef FOG_DISABLED
|
||||
@ -2786,7 +2840,7 @@ void fragment_shader(in SceneData scene_data) {
|
||||
#ifdef MODE_UNSHADED
|
||||
frag_color = vec4(albedo, alpha);
|
||||
#else
|
||||
frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
|
||||
frag_color = vec4(emission + ambient_light + diffuse_light + direct_specular_light + indirect_specular_light, alpha);
|
||||
//frag_color = vec4(1.0);
|
||||
#endif //USE_NO_SHADING
|
||||
|
||||
|
||||
@ -1,4 +1,5 @@
|
||||
#define M_PI 3.14159265359
|
||||
#define M_TAU 6.28318530718
|
||||
#define ROUGHNESS_MAX_LOD 5
|
||||
|
||||
#define MAX_VOXEL_GI_INSTANCES 8
|
||||
@ -22,13 +23,13 @@
|
||||
#include "../decal_data_inc.glsl"
|
||||
#include "../scene_data_inc.glsl"
|
||||
|
||||
#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_VOXEL_GI) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_VOXEL_GI) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
#ifndef NORMAL_USED
|
||||
#define NORMAL_USED
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if !defined(TANGENT_USED) && (defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED))
|
||||
#if !defined(TANGENT_USED) && (defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED))
|
||||
#define TANGENT_USED
|
||||
#endif
|
||||
|
||||
|
||||
@ -97,7 +97,7 @@ layout(location = 3) mediump out vec2 uv_interp;
|
||||
layout(location = 4) mediump out vec2 uv2_interp;
|
||||
#endif
|
||||
|
||||
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
layout(location = 5) mediump out vec3 tangent_interp;
|
||||
layout(location = 6) mediump out vec3 binormal_interp;
|
||||
#endif
|
||||
@ -305,7 +305,7 @@ void main() {
|
||||
vec3 normal = oct_to_vec3(axis_tangent_attrib.xy * 2.0 - 1.0);
|
||||
#endif
|
||||
|
||||
#if defined(NORMAL_USED) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
#if defined(NORMAL_USED) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
|
||||
vec3 binormal;
|
||||
float binormal_sign;
|
||||
@ -369,7 +369,7 @@ void main() {
|
||||
normal = model_normal_matrix * normal;
|
||||
#endif
|
||||
|
||||
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
|
||||
tangent = model_normal_matrix * tangent;
|
||||
binormal = model_normal_matrix * binormal;
|
||||
@ -411,7 +411,7 @@ void main() {
|
||||
normal = modelview_normal * normal;
|
||||
#endif
|
||||
|
||||
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
|
||||
binormal = modelview_normal * binormal;
|
||||
tangent = modelview_normal * tangent;
|
||||
@ -426,7 +426,7 @@ void main() {
|
||||
normal = (scene_data.view_matrix * vec4(normal, 0.0)).xyz;
|
||||
#endif
|
||||
|
||||
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
binormal = (scene_data.view_matrix * vec4(binormal, 0.0)).xyz;
|
||||
tangent = (scene_data.view_matrix * vec4(tangent, 0.0)).xyz;
|
||||
#endif
|
||||
@ -440,7 +440,7 @@ void main() {
|
||||
normal_interp = normalize(normal);
|
||||
#endif
|
||||
|
||||
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) || defined(BENT_NORMAL_MAP_USED)
|
||||
tangent_interp = normalize(tangent);
|
||||
binormal_interp = normalize(binormal);
|
||||
#endif
|
||||
@ -603,7 +603,7 @@ layout(location = 3) mediump in vec2 uv_interp;
|
||||
layout(location = 4) mediump in vec2 uv2_interp;
|
||||
#endif
|
||||
|
||||
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
layout(location = 5) mediump in vec3 tangent_interp;
|
||||
layout(location = 6) mediump in vec3 binormal_interp;
|
||||
#endif
|
||||
@ -891,10 +891,10 @@ void main() {
|
||||
|
||||
float alpha = 1.0;
|
||||
|
||||
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) || defined(BENT_NORMAL_MAP_USED)
|
||||
vec3 binormal = binormal_interp;
|
||||
vec3 tangent = tangent_interp;
|
||||
#else // TANGENT_USED || NORMAL_MAP_USED || LIGHT_ANISOTROPY_USED
|
||||
#else // TANGENT_USED || NORMAL_MAP_USED || LIGHT_ANISOTROPY_USED || BENT_NORMAL_MAP_USED
|
||||
vec3 binormal = vec3(0.0);
|
||||
vec3 tangent = vec3(0.0);
|
||||
#endif
|
||||
@ -925,6 +925,11 @@ void main() {
|
||||
vec3 normal_map = vec3(0.5);
|
||||
#endif
|
||||
|
||||
#if defined(BENT_NORMAL_MAP_USED)
|
||||
vec3 bent_normal_vector;
|
||||
vec3 bent_normal_map = vec3(0.5);
|
||||
#endif
|
||||
|
||||
float normal_map_depth = 1.0;
|
||||
|
||||
vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size;
|
||||
@ -1060,6 +1065,13 @@ void main() {
|
||||
normal = geo_normal;
|
||||
#endif // NORMAL_MAP_USED
|
||||
|
||||
#ifdef BENT_NORMAL_MAP_USED
|
||||
bent_normal_map.xy = bent_normal_map.xy * 2.0 - 1.0;
|
||||
bent_normal_map.z = sqrt(max(0.0, 1.0 - dot(bent_normal_map.xy, bent_normal_map.xy)));
|
||||
|
||||
bent_normal_vector = normalize(tangent * bent_normal_map.x + binormal * bent_normal_map.y + normal * bent_normal_map.z);
|
||||
#endif
|
||||
|
||||
#ifdef LIGHT_ANISOTROPY_USED
|
||||
|
||||
if (anisotropy > 0.01) {
|
||||
@ -1202,7 +1214,8 @@ void main() {
|
||||
#endif // NORMAL_USED
|
||||
//apply energy conservation
|
||||
|
||||
vec3 specular_light = vec3(0.0, 0.0, 0.0);
|
||||
vec3 indirect_specular_light = vec3(0.0, 0.0, 0.0);
|
||||
vec3 direct_specular_light = vec3(0.0, 0.0, 0.0);
|
||||
vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
|
||||
vec3 ambient_light = vec3(0.0, 0.0, 0.0);
|
||||
|
||||
@ -1214,6 +1227,11 @@ void main() {
|
||||
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
|
||||
|
||||
#ifndef AMBIENT_LIGHT_DISABLED
|
||||
#ifdef BENT_NORMAL_MAP_USED
|
||||
vec3 indirect_normal = bent_normal_vector;
|
||||
#else
|
||||
vec3 indirect_normal = normal;
|
||||
#endif
|
||||
|
||||
if (sc_scene_use_reflection_cubemap()) {
|
||||
#ifdef LIGHT_ANISOTROPY_USED
|
||||
@ -1221,34 +1239,34 @@ void main() {
|
||||
vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
|
||||
vec3 anisotropic_tangent = cross(anisotropic_direction, view);
|
||||
vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
|
||||
vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
|
||||
vec3 bent_normal = normalize(mix(indirect_normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
|
||||
vec3 ref_vec = reflect(-view, bent_normal);
|
||||
ref_vec = mix(ref_vec, bent_normal, roughness * roughness);
|
||||
#else
|
||||
vec3 ref_vec = reflect(-view, normal);
|
||||
ref_vec = mix(ref_vec, normal, roughness * roughness);
|
||||
vec3 ref_vec = reflect(-view, indirect_normal);
|
||||
ref_vec = mix(ref_vec, indirect_normal, roughness * roughness);
|
||||
#endif
|
||||
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
|
||||
float horizon = min(1.0 + dot(ref_vec, indirect_normal), 1.0);
|
||||
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
|
||||
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
|
||||
|
||||
float lod, blend;
|
||||
blend = modf(sqrt(roughness) * MAX_ROUGHNESS_LOD, lod);
|
||||
specular_light = texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod)).rgb;
|
||||
specular_light = mix(specular_light, texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod + 1)).rgb, blend);
|
||||
indirect_specular_light = texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod)).rgb;
|
||||
indirect_specular_light = mix(indirect_specular_light, texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod + 1)).rgb, blend);
|
||||
|
||||
#else // USE_RADIANCE_CUBEMAP_ARRAY
|
||||
specular_light = textureLod(samplerCube(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ref_vec, sqrt(roughness) * MAX_ROUGHNESS_LOD).rgb;
|
||||
indirect_specular_light = textureLod(samplerCube(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ref_vec, sqrt(roughness) * MAX_ROUGHNESS_LOD).rgb;
|
||||
|
||||
#endif //USE_RADIANCE_CUBEMAP_ARRAY
|
||||
specular_light *= sc_luminance_multiplier();
|
||||
specular_light *= scene_data.IBL_exposure_normalization;
|
||||
specular_light *= horizon * horizon;
|
||||
specular_light *= scene_data.ambient_light_color_energy.a;
|
||||
indirect_specular_light *= sc_luminance_multiplier();
|
||||
indirect_specular_light *= scene_data.IBL_exposure_normalization;
|
||||
indirect_specular_light *= horizon * horizon;
|
||||
indirect_specular_light *= scene_data.ambient_light_color_energy.a;
|
||||
}
|
||||
|
||||
#if defined(CUSTOM_RADIANCE_USED)
|
||||
specular_light = mix(specular_light, custom_radiance.rgb, custom_radiance.a);
|
||||
indirect_specular_light = mix(indirect_specular_light, custom_radiance.rgb, custom_radiance.a);
|
||||
#endif // CUSTOM_RADIANCE_USED
|
||||
|
||||
#ifndef USE_LIGHTMAP
|
||||
@ -1257,7 +1275,7 @@ void main() {
|
||||
ambient_light = scene_data.ambient_light_color_energy.rgb;
|
||||
|
||||
if (sc_scene_use_ambient_cubemap()) {
|
||||
vec3 ambient_dir = scene_data.radiance_inverse_xform * normal;
|
||||
vec3 ambient_dir = scene_data.radiance_inverse_xform * indirect_normal;
|
||||
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
|
||||
vec3 cubemap_ambient = texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ambient_dir, MAX_ROUGHNESS_LOD)).rgb;
|
||||
#else
|
||||
@ -1283,9 +1301,9 @@ void main() {
|
||||
float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV));
|
||||
float attenuation = 1.0 - Fc;
|
||||
ambient_light *= attenuation;
|
||||
specular_light *= attenuation;
|
||||
indirect_specular_light *= attenuation;
|
||||
|
||||
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
|
||||
float horizon = min(1.0 + dot(ref_vec, indirect_normal), 1.0);
|
||||
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
|
||||
float roughness_lod = mix(0.001, 0.1, sqrt(clearcoat_roughness)) * MAX_ROUGHNESS_LOD;
|
||||
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
|
||||
@ -1299,7 +1317,7 @@ void main() {
|
||||
vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ref_vec, roughness_lod).rgb;
|
||||
|
||||
#endif //USE_RADIANCE_CUBEMAP_ARRAY
|
||||
specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a;
|
||||
indirect_specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a;
|
||||
}
|
||||
#endif // LIGHT_CLEARCOAT_USED
|
||||
#endif // !AMBIENT_LIGHT_DISABLED
|
||||
@ -1316,7 +1334,7 @@ void main() {
|
||||
uint index = instances.data[draw_call.instance_index].gi_offset;
|
||||
|
||||
// The world normal.
|
||||
vec3 wnormal = mat3(scene_data.inv_view_matrix) * normal;
|
||||
vec3 wnormal = mat3(scene_data.inv_view_matrix) * indirect_normal;
|
||||
|
||||
// The SH coefficients used for evaluating diffuse data from SH probes.
|
||||
const float c[5] = float[](
|
||||
@ -1365,7 +1383,7 @@ void main() {
|
||||
lm_light_l1p1 = (textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb - vec3(0.5)) * 2.0;
|
||||
}
|
||||
|
||||
vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal);
|
||||
vec3 n = normalize(lightmaps.data[ofs].normal_xform * indirect_normal);
|
||||
float exposure_normalization = lightmaps.data[ofs].exposure_normalization;
|
||||
|
||||
ambient_light += lm_light_l0 * exposure_normalization;
|
||||
@ -1411,7 +1429,7 @@ void main() {
|
||||
break;
|
||||
}
|
||||
|
||||
reflection_process(reflection_index, vertex, ref_vec, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
|
||||
reflection_process(reflection_index, vertex, ref_vec, normal, roughness, ambient_light, indirect_specular_light, ambient_accum, reflection_accum);
|
||||
}
|
||||
|
||||
if (ambient_accum.a < 1.0) {
|
||||
@ -1419,11 +1437,11 @@ void main() {
|
||||
}
|
||||
|
||||
if (reflection_accum.a < 1.0) {
|
||||
reflection_accum.rgb = specular_light * (1.0 - reflection_accum.a) + reflection_accum.rgb;
|
||||
reflection_accum.rgb = indirect_specular_light * (1.0 - reflection_accum.a) + reflection_accum.rgb;
|
||||
}
|
||||
|
||||
if (reflection_accum.a > 0.0) {
|
||||
specular_light = reflection_accum.rgb;
|
||||
indirect_specular_light = reflection_accum.rgb;
|
||||
}
|
||||
|
||||
#if !defined(USE_LIGHTMAP)
|
||||
@ -1436,6 +1454,13 @@ void main() {
|
||||
// finalize ambient light here
|
||||
ambient_light *= ao;
|
||||
#ifndef SPECULAR_OCCLUSION_DISABLED
|
||||
#ifdef BENT_NORMAL_MAP_USED
|
||||
// Simplified bent normal occlusion.
|
||||
float cos_b = max(dot(reflect(-view, normal), bent_normal_vector), 0.0);
|
||||
float specular_occlusion = clamp((ao - (1.0 - cos_b)) / roughness, 0.0, 1.0);
|
||||
specular_occlusion = mix(specular_occlusion, cos_b * (1.0 - ao), roughness);
|
||||
indirect_specular_light *= specular_occlusion;
|
||||
#else // BENT_NORMAL_MAP_USED
|
||||
float specular_occlusion = (ambient_light.r * 0.3 + ambient_light.g * 0.59 + ambient_light.b * 0.11) * 2.0; // Luminance of ambient light.
|
||||
specular_occlusion = min(specular_occlusion * 4.0, 1.0); // This multiplication preserves speculars on bright areas.
|
||||
|
||||
@ -1443,7 +1468,8 @@ void main() {
|
||||
// 10.0 is a magic number, it gives the intended effect in most scenarios.
|
||||
// Low enough for occlusion, high enough for reaction to lights and shadows.
|
||||
specular_occlusion = max(min(reflective_f * specular_occlusion * 10.0, 1.0), specular_occlusion);
|
||||
specular_light *= specular_occlusion;
|
||||
indirect_specular_light *= specular_occlusion;
|
||||
#endif // BENT_NORMAL_MAP_USED
|
||||
#endif // USE_SPECULAR_OCCLUSION
|
||||
ambient_light *= albedo.rgb;
|
||||
|
||||
@ -1459,7 +1485,7 @@ void main() {
|
||||
{
|
||||
#if defined(DIFFUSE_TOON)
|
||||
//simplify for toon, as
|
||||
specular_light *= specular * metallic * albedo * 2.0;
|
||||
indirect_specular_light *= specular * metallic * albedo * 2.0;
|
||||
#else
|
||||
|
||||
// scales the specular reflections, needs to be computed before lighting happens,
|
||||
@ -1473,7 +1499,7 @@ void main() {
|
||||
float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
|
||||
vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
|
||||
|
||||
specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, metallic, 1.0);
|
||||
indirect_specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, metallic, 1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -1489,7 +1515,7 @@ void main() {
|
||||
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
|
||||
#ifdef USE_VERTEX_LIGHTING
|
||||
diffuse_light += diffuse_light_interp.rgb;
|
||||
specular_light += specular_light_interp.rgb * f0;
|
||||
direct_specular_light += specular_light_interp.rgb * f0;
|
||||
#endif
|
||||
|
||||
if (sc_directional_lights() > 0) {
|
||||
@ -1642,7 +1668,7 @@ void main() {
|
||||
|
||||
#ifdef USE_VERTEX_LIGHTING
|
||||
diffuse_light *= mix(1.0, shadow, diffuse_light_interp.a);
|
||||
specular_light *= mix(1.0, shadow, specular_light_interp.a);
|
||||
direct_specular_light *= mix(1.0, shadow, specular_light_interp.a);
|
||||
#endif
|
||||
#undef BIAS_FUNC
|
||||
}
|
||||
@ -1659,7 +1685,7 @@ void main() {
|
||||
|
||||
#ifdef USE_VERTEX_LIGHTING
|
||||
diffuse_light *= mix(1.0, shadowmask, diffuse_light_interp.a);
|
||||
specular_light *= mix(1.0, shadowmask, specular_light_interp.a);
|
||||
direct_specular_light *= mix(1.0, shadowmask, specular_light_interp.a);
|
||||
#endif
|
||||
|
||||
shadow0 |= uint(clamp(shadowmask * 255.0, 0.0, 255.0));
|
||||
@ -1734,7 +1760,7 @@ void main() {
|
||||
binormal, tangent, anisotropy,
|
||||
#endif
|
||||
diffuse_light,
|
||||
specular_light);
|
||||
direct_specular_light);
|
||||
}
|
||||
#endif // USE_VERTEX_LIGHTING
|
||||
} //directional light
|
||||
@ -1765,7 +1791,7 @@ void main() {
|
||||
tangent,
|
||||
binormal, anisotropy,
|
||||
#endif
|
||||
diffuse_light, specular_light);
|
||||
diffuse_light, direct_specular_light);
|
||||
}
|
||||
|
||||
uvec2 spot_indices = instances.data[draw_call.instance_index].spot_lights;
|
||||
@ -1793,7 +1819,7 @@ void main() {
|
||||
tangent,
|
||||
binormal, anisotropy,
|
||||
#endif
|
||||
diffuse_light, specular_light);
|
||||
diffuse_light, direct_specular_light);
|
||||
}
|
||||
#endif // !VERTEX_LIGHTING
|
||||
|
||||
@ -1847,8 +1873,8 @@ void main() {
|
||||
|
||||
// apply direct light AO
|
||||
ao = unpackUnorm4x8(orms).x;
|
||||
specular_light *= ao;
|
||||
diffuse_light *= ao;
|
||||
direct_specular_light *= ao;
|
||||
|
||||
// apply metallic
|
||||
metallic = unpackUnorm4x8(orms).z;
|
||||
@ -1872,7 +1898,7 @@ void main() {
|
||||
sss_strength = -sss_strength;
|
||||
#endif // SSS_MODE_SKIN
|
||||
diffuse_buffer = vec4(emission + diffuse_light + ambient_light, sss_strength);
|
||||
specular_buffer = vec4(specular_light, metallic);
|
||||
specular_buffer = vec4(direct_specular_light + indirect_specular_light, metallic);
|
||||
#endif // MODE_UNSHADED
|
||||
|
||||
#ifndef FOG_DISABLED
|
||||
@ -1885,7 +1911,7 @@ void main() {
|
||||
#ifdef MODE_UNSHADED
|
||||
frag_color = vec4(albedo, alpha);
|
||||
#else // MODE_UNSHADED
|
||||
frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
|
||||
frag_color = vec4(emission + ambient_light + diffuse_light + direct_specular_light + indirect_specular_light, alpha);
|
||||
#endif // MODE_UNSHADED
|
||||
|
||||
#ifndef FOG_DISABLED
|
||||
|
||||
@ -8,7 +8,7 @@
|
||||
#include "../decal_data_inc.glsl"
|
||||
#include "../scene_data_inc.glsl"
|
||||
|
||||
#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
#ifndef NORMAL_USED
|
||||
#define NORMAL_USED
|
||||
#endif
|
||||
|
||||
@ -133,6 +133,7 @@ ShaderTypes::ShaderTypes() {
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL_MAP"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL_MAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["BENT_NORMAL_MAP"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["UV2"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
|
||||
|
||||
Reference in New Issue
Block a user