import BRDF_Lambert from './BSDF/BRDF_Lambert.js'; import BRDF_GGX from './BSDF/BRDF_GGX.js'; import DFGApprox from './BSDF/DFGApprox.js'; import { ShaderNode, vec3, mul, clamp, add, sub, dot, div, transformedNormalView, pow, exp2, dotNV, diffuseColor, specularColor, roughness, temp } from '../shadernode/ShaderNodeElements.js'; // Fdez-Agüera's "Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting" // Approximates multiscattering in order to preserve energy. // http://www.jcgt.org/published/0008/01/03/ const computeMultiscattering = ( singleScatter, multiScatter, specularF90 = 1 ) => { const fab = DFGApprox.call( { roughness } ); const FssEss = add( mul( specularColor, fab.x ), mul( specularF90, fab.y ) ); const Ess = add( fab.x, fab.y ); const Ems = sub( 1.0, Ess ); const Favg = add( specularColor, mul( sub( 1.0, specularColor ), 0.047619 ) ); // 1/21 const Fms = div( mul( FssEss, Favg ), sub( 1.0, mul( Ems, Favg ) ) ); singleScatter.add( FssEss ); multiScatter.add( mul( Fms, Ems ) ); }; const RE_IndirectSpecular_Physical = new ShaderNode( ( inputs ) => { const { radiance, iblIrradiance, reflectedLight } = inputs; // Both indirect specular and indirect diffuse light accumulate here const singleScattering = temp( vec3() ); const multiScattering = temp( vec3() ); const cosineWeightedIrradiance = mul( iblIrradiance, 1 / Math.PI ); computeMultiscattering( singleScattering, multiScattering ); const diffuse = mul( diffuseColor, sub( 1.0, add( singleScattering, multiScattering ) ) ); reflectedLight.indirectSpecular.add( mul( radiance, singleScattering ) ); reflectedLight.indirectSpecular.add( mul( multiScattering, cosineWeightedIrradiance ) ); reflectedLight.indirectDiffuse.add( mul( diffuse, cosineWeightedIrradiance ) ); } ); const RE_IndirectDiffuse_Physical = new ShaderNode( ( inputs ) => { const { irradiance, reflectedLight } = inputs; reflectedLight.indirectDiffuse.add( mul( irradiance, BRDF_Lambert.call( { diffuseColor } ) ) ); } ); const RE_Direct_Physical = new ShaderNode( ( inputs ) => { const { lightDirection, lightColor, reflectedLight } = inputs; const dotNL = clamp( dot( transformedNormalView, lightDirection ) ); const irradiance = mul( dotNL, lightColor ); reflectedLight.directDiffuse.add( mul( irradiance, BRDF_Lambert.call( { diffuseColor: diffuseColor.rgb } ) ) ); reflectedLight.directSpecular.add( mul( irradiance, BRDF_GGX.call( { lightDirection, f0: specularColor, f90: 1, roughness } ) ) ); } ); const RE_AmbientOcclusion_Physical = new ShaderNode( ( { ambientOcclusion, reflectedLight } ) => { const aoNV = add( dotNV, ambientOcclusion ); const aoExp = exp2( sub( mul( - 16.0, roughness ), 1.0 ) ); const aoNode = clamp( add( sub( pow( aoNV, aoExp ), 1.0 ), ambientOcclusion ) ); reflectedLight.indirectDiffuse.mul( ambientOcclusion ); reflectedLight.indirectSpecular.mul( aoNode ); } ); const PhysicalLightingModel = { direct: RE_Direct_Physical, indirectDiffuse: RE_IndirectDiffuse_Physical, indirectSpecular: RE_IndirectSpecular_Physical, ambientOcclusion: RE_AmbientOcclusion_Physical }; export default PhysicalLightingModel;