struct PhysicalMaterial { vec3 diffuseColor; float specularRoughness; vec3 specularColor; #ifndef STANDARD float clearCoat; float clearCoatRoughness; #endif }; #define MAXIMUM_SPECULAR_COEFFICIENT 0.16 #define DEFAULT_SPECULAR_COEFFICIENT 0.04 // Clear coat directional hemishperical reflectance (this approximation should be improved) float clearCoatDHRApprox( const in float roughness, const in float dotNL ) { return DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) ); } void RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) { float dotNL = saturate( dot( geometry.normal, directLight.direction ) ); vec3 irradiance = dotNL * directLight.color; #ifndef PHYSICALLY_CORRECT_LIGHTS irradiance *= PI; // punctual light #endif #ifndef STANDARD float clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL ); #else float clearCoatDHR = 0.0; #endif reflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness ); reflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor ); #ifndef STANDARD reflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness ); #endif } void RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) { reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor ); } void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) { #ifndef STANDARD float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) ); float dotNL = dotNV; float clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL ); #else float clearCoatDHR = 0.0; #endif reflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness ); #ifndef STANDARD reflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness ); #endif } #define RE_Direct RE_Direct_Physical #define RE_IndirectDiffuse RE_IndirectDiffuse_Physical #define RE_IndirectSpecular RE_IndirectSpecular_Physical #define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness ) #define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness ) // ref: http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr_v2.pdf float computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) { return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion ); }