Add support for bent normals for indirect lighting and specular occlusion

This commit is contained in:
Capry
2024-07-12 16:13:47 +02:00
parent 19bb18716e
commit 9828c365c3
16 changed files with 240 additions and 92 deletions

View File

@ -120,6 +120,15 @@
<member name="backlight_texture" type="Texture2D" setter="set_texture" getter="get_texture">
Texture used to control the backlight effect per-pixel. Added to [member backlight].
</member>
<member name="bent_normal_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
If [code]true[/code], the bent normal map is enabled. This allows for more accurate indirect lighting and specular occlusion.
</member>
<member name="bent_normal_texture" type="Texture2D" setter="set_texture" getter="get_texture">
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].
[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.
[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.
[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.
</member>
<member name="billboard_keep_scale" type="bool" setter="set_flag" getter="get_flag" default="false">
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].
</member>
@ -461,6 +470,9 @@
<constant name="TEXTURE_NORMAL" value="4" enum="TextureParam">
Texture specifying per-pixel normal vector.
</constant>
<constant name="TEXTURE_BENT_NORMAL" value="18" enum="TextureParam">
Texture specifying per-pixel bent normal vector.
</constant>
<constant name="TEXTURE_RIM" value="5" enum="TextureParam">
Texture specifying per-pixel rim value.
</constant>
@ -500,7 +512,7 @@
<constant name="TEXTURE_ORM" value="17" enum="TextureParam">
Texture holding ambient occlusion, roughness, and metallic.
</constant>
<constant name="TEXTURE_MAX" value="18" enum="TextureParam">
<constant name="TEXTURE_MAX" value="19" enum="TextureParam">
Represents the size of the [enum TextureParam] enum.
</constant>
<constant name="TEXTURE_FILTER_NEAREST" value="0" enum="TextureFilter">
@ -596,7 +608,10 @@
<constant name="FEATURE_DETAIL" value="11" enum="Feature">
Constant for setting [member detail_enabled].
</constant>
<constant name="FEATURE_MAX" value="12" enum="Feature">
<constant name="FEATURE_BENT_NORMAL_MAPPING" value="12" enum="Feature">
Constant for setting [member bent_normal_enabled].
</constant>
<constant name="FEATURE_MAX" value="13" enum="Feature">
Represents the size of the [enum Feature] enum.
</constant>
<constant name="BLEND_MODE_MIX" value="0" enum="BlendMode">

View File

@ -1842,6 +1842,10 @@ void main() {
vec3 normal_map = vec3(0.5);
#endif
#if defined(BENT_NORMAL_MAP_USED)
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;

View File

@ -1253,6 +1253,7 @@ MaterialStorage::MaterialStorage() {
actions.renames["FRONT_FACING"] = "gl_FrontFacing";
actions.renames["NORMAL_MAP"] = "normal_map";
actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
actions.renames["BENT_NORMAL_MAP"] = "bent_normal_map";
actions.renames["ALBEDO"] = "albedo";
actions.renames["ALPHA"] = "alpha";
actions.renames["PREMUL_ALPHA_FACTOR"] = "premul_alpha";
@ -1330,6 +1331,7 @@ MaterialStorage::MaterialStorage() {
actions.usage_defines["CUSTOM3"] = "#define CUSTOM3_USED\n";
actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
actions.usage_defines["BENT_NORMAL_MAP"] = "#define BENT_NORMAL_MAP_USED\n";
actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
@ -2904,6 +2906,7 @@ void SceneShaderData::set_code(const String &p_code) {
uses_screen_texture_mipmaps = false;
uses_depth_texture = false;
uses_normal_texture = false;
uses_bent_normal_texture = false;
uses_time = false;
uses_vertex_time = false;
uses_fragment_time = false;
@ -2977,6 +2980,7 @@ void SceneShaderData::set_code(const String &p_code) {
actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
actions.usage_flag_pointers["NORMAL"] = &uses_normal;
actions.usage_flag_pointers["NORMAL_MAP"] = &uses_normal;
actions.usage_flag_pointers["BENT_NORMAL_MAP"] = &uses_bent_normal_texture;
actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size;
actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size;

View File

@ -305,6 +305,7 @@ struct SceneShaderData : public ShaderData {
bool uses_screen_texture_mipmaps;
bool uses_depth_texture;
bool uses_normal_texture;
bool uses_bent_normal_texture;
bool uses_time;
bool uses_vertex_time;
bool uses_fragment_time;

View File

@ -646,6 +646,7 @@ void BaseMaterial3D::init_shaders() {
shader_names->texture_names[TEXTURE_ROUGHNESS] = "texture_roughness";
shader_names->texture_names[TEXTURE_EMISSION] = "texture_emission";
shader_names->texture_names[TEXTURE_NORMAL] = "texture_normal";
shader_names->texture_names[TEXTURE_BENT_NORMAL] = "texture_bent_normal";
shader_names->texture_names[TEXTURE_RIM] = "texture_rim";
shader_names->texture_names[TEXTURE_CLEARCOAT] = "texture_clearcoat";
shader_names->texture_names[TEXTURE_FLOWMAP] = "texture_flowmap";
@ -1022,6 +1023,12 @@ uniform vec4 refraction_texture_channel;
code += vformat(R"(
uniform sampler2D texture_normal : hint_roughness_normal, %s;
uniform float normal_scale : hint_range(-16.0, 16.0);
)",
texfilter_str);
}
if (features[FEATURE_BENT_NORMAL_MAPPING]) {
code += vformat(R"(
uniform sampler2D texture_bent_normal : hint_roughness_normal, %s;
)",
texfilter_str);
}
@ -1641,6 +1648,13 @@ void fragment() {)";
code += " NORMAL_MAP_DEPTH = normal_scale;\n";
}
if (features[FEATURE_BENT_NORMAL_MAPPING]) {
code += R"(
// Bent Normal Map: Enabled
BENT_NORMAL_MAP = texture(texture_bent_normal, base_uv).rgb;
)";
}
if (features[FEATURE_EMISSION]) {
code += R"(
// Emission: Enabled
@ -2440,6 +2454,7 @@ void BaseMaterial3D::_validate_feature(const String &text, Feature feature, Prop
void BaseMaterial3D::_validate_property(PropertyInfo &p_property) const {
_validate_feature("normal", FEATURE_NORMAL_MAPPING, p_property);
_validate_feature("bent_normal", FEATURE_BENT_NORMAL_MAPPING, p_property);
_validate_feature("emission", FEATURE_EMISSION, p_property);
_validate_feature("rim", FEATURE_RIM, p_property);
_validate_feature("clearcoat", FEATURE_CLEARCOAT, p_property);
@ -2585,6 +2600,10 @@ void BaseMaterial3D::_validate_property(PropertyInfo &p_property) const {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (p_property.name.begins_with("bent_normal")) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (p_property.name.begins_with("backlight")) {
p_property.usage = PROPERTY_USAGE_NONE;
}
@ -3251,6 +3270,10 @@ void BaseMaterial3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "normal_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_normal_scale", "get_normal_scale");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_NORMAL);
ADD_GROUP("Bent Normal Map", "bent_normal_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "bent_normal_enabled", PROPERTY_HINT_GROUP_ENABLE), "set_feature", "get_feature", FEATURE_BENT_NORMAL_MAPPING);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "bent_normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_BENT_NORMAL);
ADD_GROUP("Rim", "rim_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "rim_enabled", PROPERTY_HINT_GROUP_ENABLE), "set_feature", "get_feature", FEATURE_RIM);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rim", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim", "get_rim");
@ -3377,6 +3400,7 @@ void BaseMaterial3D::_bind_methods() {
BIND_ENUM_CONSTANT(TEXTURE_ROUGHNESS);
BIND_ENUM_CONSTANT(TEXTURE_EMISSION);
BIND_ENUM_CONSTANT(TEXTURE_NORMAL);
BIND_ENUM_CONSTANT(TEXTURE_BENT_NORMAL);
BIND_ENUM_CONSTANT(TEXTURE_RIM);
BIND_ENUM_CONSTANT(TEXTURE_CLEARCOAT);
BIND_ENUM_CONSTANT(TEXTURE_FLOWMAP);
@ -3427,6 +3451,7 @@ void BaseMaterial3D::_bind_methods() {
BIND_ENUM_CONSTANT(FEATURE_BACKLIGHT);
BIND_ENUM_CONSTANT(FEATURE_REFRACTION);
BIND_ENUM_CONSTANT(FEATURE_DETAIL);
BIND_ENUM_CONSTANT(FEATURE_BENT_NORMAL_MAPPING);
BIND_ENUM_CONSTANT(FEATURE_MAX);
BIND_ENUM_CONSTANT(BLEND_MODE_MIX);

View File

@ -162,8 +162,8 @@ public:
TEXTURE_DETAIL_ALBEDO,
TEXTURE_DETAIL_NORMAL,
TEXTURE_ORM,
TEXTURE_BENT_NORMAL,
TEXTURE_MAX
};
enum TextureFilter {
@ -218,6 +218,7 @@ public:
FEATURE_BACKLIGHT,
FEATURE_REFRACTION,
FEATURE_DETAIL,
FEATURE_BENT_NORMAL_MAPPING,
FEATURE_MAX
};

View File

@ -3977,6 +3977,8 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal Map", "NORMAL_MAP" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Normal Map Depth", "NORMAL_MAP_DEPTH" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Bent Normal Map", "BENT_NORMAL_MAP" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim", "RIM" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim Tint", "RIM_TINT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Clearcoat", "CLEARCOAT" },

View File

@ -67,6 +67,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
uses_normal = false;
uses_tangent = false;
uses_normal_map = false;
uses_bent_normal_map = false;
wireframe = false;
unshaded = false;
@ -125,6 +126,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
actions.usage_flag_pointers["NORMAL"] = &uses_normal;
actions.usage_flag_pointers["NORMAL_MAP"] = &uses_normal_map;
actions.usage_flag_pointers["BENT_NORMAL_MAP"] = &uses_bent_normal_map;
actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size;
actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size;
@ -169,7 +171,9 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
uses_vertex_time = gen_code.uses_vertex_time;
uses_fragment_time = gen_code.uses_fragment_time;
uses_normal |= uses_normal_map;
uses_normal |= uses_bent_normal_map;
uses_tangent |= uses_normal_map;
uses_tangent |= uses_bent_normal_map;
#if 0
print_line("**compiling shader:");
@ -630,6 +634,7 @@ void SceneShaderForwardClustered::init(const String p_defines) {
actions.renames["FRONT_FACING"] = "gl_FrontFacing";
actions.renames["NORMAL_MAP"] = "normal_map";
actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
actions.renames["BENT_NORMAL_MAP"] = "bent_normal_map";
actions.renames["ALBEDO"] = "albedo";
actions.renames["ALPHA"] = "alpha";
actions.renames["PREMUL_ALPHA_FACTOR"] = "premul_alpha";
@ -707,6 +712,7 @@ void SceneShaderForwardClustered::init(const String p_defines) {
actions.usage_defines["CUSTOM3"] = "#define CUSTOM3_USED\n";
actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
actions.usage_defines["BENT_NORMAL_MAP"] = "#define BENT_NORMAL_MAP_USED\n";
actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";

View File

@ -228,6 +228,7 @@ public:
bool uses_tangent = false;
bool uses_particle_trails = false;
bool uses_normal_map = false;
bool uses_bent_normal_map = false;
bool wireframe = false;
bool unshaded = false;

View File

@ -69,6 +69,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
uses_normal = false;
uses_tangent = false;
uses_normal_map = false;
uses_bent_normal_map = false;
wireframe = false;
unshaded = false;
@ -126,6 +127,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
actions.usage_flag_pointers["NORMAL"] = &uses_normal;
actions.usage_flag_pointers["NORMAL_MAP"] = &uses_normal_map;
actions.usage_flag_pointers["BENT_NORMAL_MAP"] = &uses_bent_normal_map;
actions.usage_flag_pointers["TANGENT"] = &uses_tangent;
actions.usage_flag_pointers["BINORMAL"] = &uses_tangent;
@ -165,7 +167,9 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
uses_depth_texture = gen_code.uses_depth_texture;
uses_normal_texture = gen_code.uses_normal_roughness_texture;
uses_normal |= uses_normal_map;
uses_normal |= uses_bent_normal_map;
uses_tangent |= uses_normal_map;
uses_tangent |= uses_bent_normal_map;
#ifdef DEBUG_ENABLED
if (uses_sss) {
@ -563,6 +567,7 @@ void SceneShaderForwardMobile::init(const String p_defines) {
actions.renames["FRONT_FACING"] = "gl_FrontFacing";
actions.renames["NORMAL_MAP"] = "normal_map";
actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
actions.renames["BENT_NORMAL_MAP"] = "bent_normal_map";
actions.renames["ALBEDO"] = "albedo";
actions.renames["ALPHA"] = "alpha";
actions.renames["PREMUL_ALPHA_FACTOR"] = "premul_alpha";
@ -640,6 +645,7 @@ void SceneShaderForwardMobile::init(const String p_defines) {
actions.usage_defines["CUSTOM3"] = "#define CUSTOM3_USED\n";
actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
actions.usage_defines["BENT_NORMAL_MAP"] = "#define BENT_NORMAL_MAP_USED\n";
actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";

View File

@ -217,6 +217,7 @@ public:
bool uses_tangent = false;
bool uses_particle_trails = false;
bool uses_normal_map = false;
bool uses_bent_normal_map = false;
bool wireframe = false;
bool unshaded = false;

View File

@ -1201,6 +1201,11 @@ void fragment_shader(in SceneData scene_data) {
vec3 normal_map = vec3(0.5);
#endif
#if defined(BENT_NORMAL_MAP_USED)
vec3 bent_normal_vector = vec3(0.5);
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;
@ -1331,6 +1336,13 @@ void fragment_shader(in SceneData scene_data) {
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) {
@ -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

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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);