#define_import_path bevy_pbr::lighting #import bevy_pbr::{ mesh_view_types::POINT_LIGHT_FLAGS_SPOT_LIGHT_Y_NEGATIVE, mesh_view_bindings as view_bindings, } #import bevy_render::maths::PI const LAYER_BASE: u32 = 0; const LAYER_CLEARCOAT: u32 = 1; // From the Filament design doc // https://google.github.io/filament/Filament.html#table_symbols // Symbol Definition // v View unit vector // l Incident light unit vector // n Surface normal unit vector // h Half unit vector between l and v // f BRDF // f_d Diffuse component of a BRDF // f_r Specular component of a BRDF // α Roughness, remapped from using input perceptualRoughness // σ Diffuse reflectance // Ω Spherical domain // f0 Reflectance at normal incidence // f90 Reflectance at grazing angle // χ+(a) Heaviside function (1 if a>0 and 0 otherwise) // nior Index of refraction (IOR) of an interface // ⟨n⋅l⟩ Dot product clamped to [0..1] // ⟨a⟩ Saturated value (clamped to [0..1]) // The Bidirectional Reflectance Distribution Function (BRDF) describes the surface response of a standard material // and consists of two components, the diffuse component (f_d) and the specular component (f_r): // f(v,l) = f_d(v,l) + f_r(v,l) // // The form of the microfacet model is the same for diffuse and specular // f_r(v,l) = f_d(v,l) = 1 / { |n⋅v||n⋅l| } ∫_Ω D(m,α) G(v,l,m) f_m(v,l,m) (v⋅m) (l⋅m) dm // // In which: // D, also called the Normal Distribution Function (NDF) models the distribution of the microfacets // G models the visibility (or occlusion or shadow-masking) of the microfacets // f_m is the microfacet BRDF and differs between specular and diffuse components // // The above integration needs to be approximated. // Input to a lighting function for a single layer (either the base layer or the // clearcoat layer). struct LayerLightingInput { // The normal vector. N: vec3, // The reflected vector. R: vec3, // The normal vector ⋅ the view vector. NdotV: f32, // The perceptual roughness of the layer. perceptual_roughness: f32, // The roughness of the layer. roughness: f32, } // Input to a lighting function (`point_light`, `spot_light`, // `directional_light`). struct LightingInput { #ifdef STANDARD_MATERIAL_CLEARCOAT layers: array, #else // STANDARD_MATERIAL_CLEARCOAT layers: array, #endif // STANDARD_MATERIAL_CLEARCOAT // The world-space position. P: vec3, // The vector to the light. V: vec3, // The diffuse color of the material. diffuse_color: vec3, // Specular reflectance at the normal incidence angle. // // This should be read F₀, but due to Naga limitations we can't name it that. F0_: vec3, // Constants for the BRDF approximation. // // See `EnvBRDFApprox` in // . // What we call `F_ab` they call `AB`. F_ab: vec2, #ifdef STANDARD_MATERIAL_CLEARCOAT // The strength of the clearcoat layer. clearcoat_strength: f32, #endif // STANDARD_MATERIAL_CLEARCOAT } // Values derived from the `LightingInput` for both diffuse and specular lights. struct DerivedLightingInput { // The half-vector between L, the incident light vector, and V, the view // vector. H: vec3, // The normal vector ⋅ the incident light vector. NdotL: f32, // The normal vector ⋅ the half-vector. NdotH: f32, // The incident light vector ⋅ the half-vector. LdotH: f32, } // distanceAttenuation is simply the square falloff of light intensity // combined with a smooth attenuation at the edge of the light radius // // light radius is a non-physical construct for efficiency purposes, // because otherwise every light affects every fragment in the scene fn getDistanceAttenuation(distanceSquare: f32, inverseRangeSquared: f32) -> f32 { let factor = distanceSquare * inverseRangeSquared; let smoothFactor = saturate(1.0 - factor * factor); let attenuation = smoothFactor * smoothFactor; return attenuation * 1.0 / max(distanceSquare, 0.0001); } // Normal distribution function (specular D) // Based on https://google.github.io/filament/Filament.html#citation-walter07 // D_GGX(h,α) = α^2 / { π ((n⋅h)^2 (α2−1) + 1)^2 } // Simple implementation, has precision problems when using fp16 instead of fp32 // see https://google.github.io/filament/Filament.html#listing_speculardfp16 fn D_GGX(roughness: f32, NdotH: f32, h: vec3) -> f32 { let oneMinusNdotHSquared = 1.0 - NdotH * NdotH; let a = NdotH * roughness; let k = roughness / (oneMinusNdotHSquared + a * a); let d = k * k * (1.0 / PI); return d; } // Visibility function (Specular G) // V(v,l,a) = G(v,l,α) / { 4 (n⋅v) (n⋅l) } // such that f_r becomes // f_r(v,l) = D(h,α) V(v,l,α) F(v,h,f0) // where // V(v,l,α) = 0.5 / { n⋅l sqrt((n⋅v)^2 (1−α2) + α2) + n⋅v sqrt((n⋅l)^2 (1−α2) + α2) } // Note the two sqrt's, that may be slow on mobile, see https://google.github.io/filament/Filament.html#listing_approximatedspecularv fn V_SmithGGXCorrelated(roughness: f32, NdotV: f32, NdotL: f32) -> f32 { let a2 = roughness * roughness; let lambdaV = NdotL * sqrt((NdotV - a2 * NdotV) * NdotV + a2); let lambdaL = NdotV * sqrt((NdotL - a2 * NdotL) * NdotL + a2); let v = 0.5 / (lambdaV + lambdaL); return v; } // A simpler, but nonphysical, alternative to Smith-GGX. We use this for // clearcoat, per the Filament spec. // // https://google.github.io/filament/Filament.html#materialsystem/clearcoatmodel#toc4.9.1 fn V_Kelemen(LdotH: f32) -> f32 { return 0.25 / (LdotH * LdotH); } // Fresnel function // see https://google.github.io/filament/Filament.html#citation-schlick94 // F_Schlick(v,h,f_0,f_90) = f_0 + (f_90 − f_0) (1 − v⋅h)^5 fn F_Schlick_vec(f0: vec3, f90: f32, VdotH: f32) -> vec3 { // not using mix to keep the vec3 and float versions identical return f0 + (f90 - f0) * pow(1.0 - VdotH, 5.0); } fn F_Schlick(f0: f32, f90: f32, VdotH: f32) -> f32 { // not using mix to keep the vec3 and float versions identical return f0 + (f90 - f0) * pow(1.0 - VdotH, 5.0); } fn fresnel(f0: vec3, LdotH: f32) -> vec3 { // f_90 suitable for ambient occlusion // see https://google.github.io/filament/Filament.html#lighting/occlusion let f90 = saturate(dot(f0, vec3(50.0 * 0.33))); return F_Schlick_vec(f0, f90, LdotH); } // Specular BRDF // https://google.github.io/filament/Filament.html#materialsystem/specularbrdf // N, V, and L must all be normalized. fn derive_lighting_input(N: vec3, V: vec3, L: vec3) -> DerivedLightingInput { var input: DerivedLightingInput; var H: vec3 = normalize(L + V); input.H = H; input.NdotL = saturate(dot(N, L)); input.NdotH = saturate(dot(N, H)); input.LdotH = saturate(dot(L, H)); return input; } // Returns L in the `xyz` components and the specular intensity in the `w` component. fn compute_specular_layer_values_for_point_light( input: ptr, layer: u32, V: vec3, light_to_frag: vec3, light_position_radius: f32, ) -> vec4 { // Unpack. let R = (*input).layers[layer].R; let a = (*input).layers[layer].roughness; // Representative Point Area Lights. // see http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf p14-16 let centerToRay = dot(light_to_frag, R) * R - light_to_frag; let closestPoint = light_to_frag + centerToRay * saturate( light_position_radius * inverseSqrt(dot(centerToRay, centerToRay))); let LspecLengthInverse = inverseSqrt(dot(closestPoint, closestPoint)); let normalizationFactor = a / saturate(a + (light_position_radius * 0.5 * LspecLengthInverse)); let intensity = normalizationFactor * normalizationFactor; let L: vec3 = closestPoint * LspecLengthInverse; // normalize() equivalent? return vec4(L, intensity); } // Cook-Torrance approximation of the microfacet model integration using Fresnel law F to model f_m // f_r(v,l) = { D(h,α) G(v,l,α) F(v,h,f0) } / { 4 (n⋅v) (n⋅l) } fn specular( input: ptr, derived_input: ptr, specular_intensity: f32, ) -> vec3 { // Unpack. let roughness = (*input).layers[LAYER_BASE].roughness; let NdotV = (*input).layers[LAYER_BASE].NdotV; let F0 = (*input).F0_; let F_ab = (*input).F_ab; let H = (*derived_input).H; let NdotL = (*derived_input).NdotL; let NdotH = (*derived_input).NdotH; let LdotH = (*derived_input).LdotH; // Calculate distribution. let D = D_GGX(roughness, NdotH, H); // Calculate visibility. let V = V_SmithGGXCorrelated(roughness, NdotV, NdotL); // Calculate the Fresnel term. let F = fresnel(F0, LdotH); // Calculate the specular light. // Multiscattering approximation: // var Fr = (specular_intensity * D * V) * F; Fr *= 1.0 + F0 * (1.0 / F_ab.x - 1.0); return Fr; } // Calculates the specular light for the clearcoat layer. Returns Fc, the // Fresnel term, in the first channel, and Frc, the specular clearcoat light, in // the second channel. // // fn specular_clearcoat( input: ptr, derived_input: ptr, clearcoat_strength: f32, specular_intensity: f32, ) -> vec2 { // Unpack. let roughness = (*input).layers[LAYER_CLEARCOAT].roughness; let H = (*derived_input).H; let NdotH = (*derived_input).NdotH; let LdotH = (*derived_input).LdotH; // Calculate distribution. let Dc = D_GGX(roughness, NdotH, H); // Calculate visibility. let Vc = V_Kelemen(LdotH); // Calculate the Fresnel term. let Fc = F_Schlick(0.04, 1.0, LdotH) * clearcoat_strength; // Calculate the specular light. let Frc = (specular_intensity * Dc * Vc) * Fc; return vec2(Fc, Frc); } // Diffuse BRDF // https://google.github.io/filament/Filament.html#materialsystem/diffusebrdf // fd(v,l) = σ/π * 1 / { |n⋅v||n⋅l| } ∫Ω D(m,α) G(v,l,m) (v⋅m) (l⋅m) dm // // simplest approximation // float Fd_Lambert() { // return 1.0 / PI; // } // // vec3 Fd = diffuseColor * Fd_Lambert(); // // Disney approximation // See https://google.github.io/filament/Filament.html#citation-burley12 // minimal quality difference fn Fd_Burley( input: ptr, derived_input: ptr, ) -> f32 { // Unpack. let roughness = (*input).layers[LAYER_BASE].roughness; let NdotV = (*input).layers[LAYER_BASE].NdotV; let NdotL = (*derived_input).NdotL; let LdotH = (*derived_input).LdotH; let f90 = 0.5 + 2.0 * roughness * LdotH * LdotH; let lightScatter = F_Schlick(1.0, f90, NdotL); let viewScatter = F_Schlick(1.0, f90, NdotV); return lightScatter * viewScatter * (1.0 / PI); } // Scale/bias approximation // https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile // TODO: Use a LUT (more accurate) fn F_AB(perceptual_roughness: f32, NdotV: f32) -> vec2 { let c0 = vec4(-1.0, -0.0275, -0.572, 0.022); let c1 = vec4(1.0, 0.0425, 1.04, -0.04); let r = perceptual_roughness * c0 + c1; let a004 = min(r.x * r.x, exp2(-9.28 * NdotV)) * r.x + r.y; return vec2(-1.04, 1.04) * a004 + r.zw; } fn EnvBRDFApprox(F0: vec3, F_ab: vec2) -> vec3 { return F0 * F_ab.x + F_ab.y; } fn perceptualRoughnessToRoughness(perceptualRoughness: f32) -> f32 { // clamp perceptual roughness to prevent precision problems // According to Filament design 0.089 is recommended for mobile // Filament uses 0.045 for non-mobile let clampedPerceptualRoughness = clamp(perceptualRoughness, 0.089, 1.0); return clampedPerceptualRoughness * clampedPerceptualRoughness; } fn point_light(light_id: u32, input: ptr) -> vec3 { // Unpack. let diffuse_color = (*input).diffuse_color; let P = (*input).P; let N = (*input).layers[LAYER_BASE].N; let V = (*input).V; let light = &view_bindings::point_lights.data[light_id]; let light_to_frag = (*light).position_radius.xyz - P; let distance_square = dot(light_to_frag, light_to_frag); let rangeAttenuation = getDistanceAttenuation(distance_square, (*light).color_inverse_square_range.w); // Base layer let specular_L_intensity = compute_specular_layer_values_for_point_light( input, LAYER_BASE, V, light_to_frag, (*light).position_radius.w, ); var specular_derived_input = derive_lighting_input(N, V, specular_L_intensity.xyz); let specular_intensity = specular_L_intensity.w; let specular_light = specular(input, &specular_derived_input, specular_intensity); // Clearcoat #ifdef STANDARD_MATERIAL_CLEARCOAT // Unpack. let clearcoat_N = (*input).layers[LAYER_CLEARCOAT].N; let clearcoat_strength = (*input).clearcoat_strength; // Perform specular input calculations again for the clearcoat layer. We // can't reuse the above because the clearcoat normal might be different // from the main layer normal. let clearcoat_specular_L_intensity = compute_specular_layer_values_for_point_light( input, LAYER_CLEARCOAT, V, light_to_frag, (*light).position_radius.w, ); var clearcoat_specular_derived_input = derive_lighting_input(clearcoat_N, V, clearcoat_specular_L_intensity.xyz); // Calculate the specular light. let clearcoat_specular_intensity = clearcoat_specular_L_intensity.w; let Fc_Frc = specular_clearcoat( input, &clearcoat_specular_derived_input, clearcoat_strength, clearcoat_specular_intensity ); let inv_Fc = 1.0 - Fc_Frc.r; // Inverse Fresnel term. let Frc = Fc_Frc.g; // Clearcoat light. #endif // STANDARD_MATERIAL_CLEARCOAT // Diffuse. // Comes after specular since its N⋅L is used in the lighting equation. let L = normalize(light_to_frag); var derived_input = derive_lighting_input(N, V, L); let diffuse = diffuse_color * Fd_Burley(input, &derived_input); // See https://google.github.io/filament/Filament.html#mjx-eqn-pointLightLuminanceEquation // Lout = f(v,l) Φ / { 4 π d^2 }⟨n⋅l⟩ // where // f(v,l) = (f_d(v,l) + f_r(v,l)) * light_color // Φ is luminous power in lumens // our rangeAttenuation = 1 / d^2 multiplied with an attenuation factor for smoothing at the edge of the non-physical maximum light radius // For a point light, luminous intensity, I, in lumens per steradian is given by: // I = Φ / 4 π // The derivation of this can be seen here: https://google.github.io/filament/Filament.html#mjx-eqn-pointLightLuminousPower // NOTE: (*light).color.rgb is premultiplied with (*light).intensity / 4 π (which would be the luminous intensity) on the CPU var color: vec3; #ifdef STANDARD_MATERIAL_CLEARCOAT // Account for the Fresnel term from the clearcoat darkening the main layer. // // color = (diffuse + specular_light * inv_Fc) * inv_Fc + Frc; #else // STANDARD_MATERIAL_CLEARCOAT color = diffuse + specular_light; #endif // STANDARD_MATERIAL_CLEARCOAT return color * (*light).color_inverse_square_range.rgb * (rangeAttenuation * derived_input.NdotL); } fn spot_light(light_id: u32, input: ptr) -> vec3 { // reuse the point light calculations let point_light = point_light(light_id, input); let light = &view_bindings::point_lights.data[light_id]; // reconstruct spot dir from x/z and y-direction flag var spot_dir = vec3((*light).light_custom_data.x, 0.0, (*light).light_custom_data.y); spot_dir.y = sqrt(max(0.0, 1.0 - spot_dir.x * spot_dir.x - spot_dir.z * spot_dir.z)); if ((*light).flags & POINT_LIGHT_FLAGS_SPOT_LIGHT_Y_NEGATIVE) != 0u { spot_dir.y = -spot_dir.y; } let light_to_frag = (*light).position_radius.xyz - (*input).P.xyz; // calculate attenuation based on filament formula https://google.github.io/filament/Filament.html#listing_glslpunctuallight // spot_scale and spot_offset have been precomputed // note we normalize here to get "l" from the filament listing. spot_dir is already normalized let cd = dot(-spot_dir, normalize(light_to_frag)); let attenuation = saturate(cd * (*light).light_custom_data.z + (*light).light_custom_data.w); let spot_attenuation = attenuation * attenuation; return point_light * spot_attenuation; } fn directional_light(light_id: u32, input: ptr) -> vec3 { // Unpack. let diffuse_color = (*input).diffuse_color; let NdotV = (*input).layers[LAYER_BASE].NdotV; let N = (*input).layers[LAYER_BASE].N; let V = (*input).V; let roughness = (*input).layers[LAYER_BASE].roughness; let light = &view_bindings::lights.directional_lights[light_id]; let incident_light = (*light).direction_to_light.xyz; var derived_input = derive_lighting_input(N, V, incident_light); let diffuse = diffuse_color * Fd_Burley(input, &derived_input); let specular_light = specular(input, &derived_input, 1.0); #ifdef STANDARD_MATERIAL_CLEARCOAT let clearcoat_N = (*input).layers[LAYER_CLEARCOAT].N; let clearcoat_strength = (*input).clearcoat_strength; // Perform specular input calculations again for the clearcoat layer. We // can't reuse the above because the clearcoat normal might be different // from the main layer normal. var derived_clearcoat_input = derive_lighting_input(clearcoat_N, V, incident_light); let Fc_Frc = specular_clearcoat(input, &derived_clearcoat_input, clearcoat_strength, 1.0); let inv_Fc = 1.0 - Fc_Frc.r; let Frc = Fc_Frc.g; #endif // STANDARD_MATERIAL_CLEARCOAT var color: vec3; #ifdef STANDARD_MATERIAL_CLEARCOAT // Account for the Fresnel term from the clearcoat darkening the main layer. // // color = (diffuse + specular_light * inv_Fc) * inv_Fc * derived_input.NdotL + Frc * derived_clearcoat_input.NdotL; #else // STANDARD_MATERIAL_CLEARCOAT color = (diffuse + specular_light) * derived_input.NdotL; #endif // STANDARD_MATERIAL_CLEARCOAT return color * (*light).color.rgb; }