diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl | 72 |
1 files changed, 61 insertions, 11 deletions
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index 5d65b00bee..a8648fc96a 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -478,8 +478,8 @@ layout(location = 0) out vec4 frag_color; #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) -/* Make a default specular mode SPECULAR_SCHLICK_GGX. */ -#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON) +// Default to SPECULAR_SCHLICK_GGX. +#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON) #define SPECULAR_SCHLICK_GGX #endif @@ -589,7 +589,7 @@ void main() { float rim = 0.0; float rim_tint = 0.0; float clearcoat = 0.0; - float clearcoat_gloss = 0.0; + float clearcoat_roughness = 0.0; float anisotropy = 0.0; vec2 anisotropy_flow = vec2(1.0, 0.0); vec4 fog = vec4(0.0); @@ -912,7 +912,17 @@ void main() { #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) if (scene_data.use_reflection_cubemap) { +#ifdef LIGHT_ANISOTROPY_USED + // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy + 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 ref_vec = reflect(-view, bent_normal); +#else vec3 ref_vec = reflect(-view, normal); +#endif + 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 @@ -954,6 +964,36 @@ void main() { #if defined(CUSTOM_IRRADIANCE_USED) ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a); #endif + +#ifdef LIGHT_CLEARCOAT_USED + + if (scene_data.use_reflection_cubemap) { + vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map + float NoV = max(dot(n, view), 0.0001); + vec3 ref_vec = reflect(-view, n); + // The clear coat layer assumes an IOR of 1.5 (4% reflectance) + float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV)); + float attenuation = 1.0 - Fc; + ambient_light *= attenuation; + specular_light *= attenuation; + + float horizon = min(1.0 + dot(ref_vec, normal), 1.0); + ref_vec = scene_data.radiance_inverse_xform * ref_vec; + float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD; +#ifdef USE_RADIANCE_CUBEMAP_ARRAY + + float lod, blend; + blend = modf(roughness_lod, lod); + vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb; + clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend); + +#else + vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, material_samplers[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; + } +#endif #endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) //radiance @@ -1202,8 +1242,16 @@ void main() { if (!bool(reflections.data[reflection_index].mask & instances.data[instance_index].layer_mask)) { continue; //not masked } - - reflection_process(reflection_index, vertex, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); +#ifdef LIGHT_ANISOTROPY_USED + // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy + 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))); +#else + vec3 bent_normal = normal; +#endif + reflection_process(reflection_index, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); } } @@ -1555,10 +1603,11 @@ void main() { rim, rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_gloss, + clearcoat, clearcoat_roughness, normalize(normal_interp), #endif #ifdef LIGHT_ANISOTROPY_USED - binormal, tangent, anisotropy, + binormal, + tangent, anisotropy, #endif diffuse_light, specular_light); @@ -1626,7 +1675,7 @@ void main() { rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_gloss, + clearcoat, clearcoat_roughness, normalize(normal_interp), #endif #ifdef LIGHT_ANISOTROPY_USED tangent, binormal, anisotropy, @@ -1698,10 +1747,11 @@ void main() { rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_gloss, + clearcoat, clearcoat_roughness, normalize(normal_interp), #endif #ifdef LIGHT_ANISOTROPY_USED - tangent, binormal, anisotropy, + tangent, + binormal, anisotropy, #endif diffuse_light, specular_light); } @@ -1904,7 +1954,7 @@ void main() { frag_color = vec4(albedo, alpha); #else frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha); - //frag_color = vec4(1.0); +//frag_color = vec4(1.0); #endif //USE_NO_SHADING // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky. |