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-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl72
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.