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BRDF

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Feb 25th, 2013
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  1. analytic
  2.  
  3. ::begin parameters
  4. color Diffuse 1 0 0
  5. color Specular 1 1 1
  6. float DiffuseScale 0 1 0.5
  7. float SpecularScale 0 1 .028
  8. float Roughness 0.00005 2 0.2
  9. float Roughness2 0.00005 2 0.2
  10. float Retroreflective 0 1 0
  11. bool FullFresnel 0 1 0
  12. bool isotropic 1
  13. ::end parameters
  14.  
  15. ::begin shader
  16.  
  17. //Thanks to Chris_F for starting ideas.
  18. // Cook-Torrance, GGX distribution (bastardised with ashikhman shirley), Smith geometry, qualitative Oren-Nayar diffuse.
  19.  
  20. float saturate(float x) { return clamp(x,0,1); }
  21.  
  22. vec3 Fresnel(float CosTheta, vec3 Ks)
  23. {
  24.     CosTheta = min(CosTheta, 0.99999999999999999);
  25.     vec3 n2 = (1.0 + sqrt(Ks)) / (1.0 - sqrt(Ks));
  26.     vec3 SinTheta = vec3(sqrt(1 - CosTheta * CosTheta));
  27.  
  28.     vec3 SinThetaT = SinTheta / n2;
  29.     vec3 CosThetaT = sqrt(1 - SinThetaT * SinThetaT);
  30.  
  31.     vec3 n2CosThetaT = n2 * CosThetaT;
  32.     vec3 n2CosTheta = n2 * CosTheta;
  33.  
  34.     vec3 RsSqrt = (CosTheta - n2CosThetaT) / (CosTheta + n2CosThetaT);
  35.     vec3 Rs = RsSqrt * RsSqrt;
  36.  
  37.     vec3 RpSqrt = (n2CosTheta - CosThetaT) / (n2CosTheta + CosThetaT);
  38.     vec3 Rp = RpSqrt * RpSqrt;
  39.  
  40.     return (Rs + Rp) / 2;
  41. }
  42.  
  43. vec3 BRDF( vec3 L, vec3 V, vec3 N, vec3 X, vec3 Y )
  44. {
  45. //vec3 temp = L; L = V; V = temp;
  46.     float PI = 3.14159265358979323846;
  47.     vec3 Kd = Diffuse * DiffuseScale;
  48.     vec3 Ks = Specular * SpecularScale;
  49.  
  50.     vec3 H = normalize(L + V);
  51.     float NdotL = clamp(dot(N, L), 0, 1);
  52.     float NdotV = dot(N, V);
  53.     float NdotH = dot(N, H);
  54.     float LdotV = dot(L, V);
  55.     float VdotH = dot(V, H);
  56.     float LdotH = dot(L, H);
  57.     float HdotX = dot(H,X);
  58.     float HdotY = dot(H,Y);
  59.        
  60.     float m1 = 1/Roughness;
  61.     float m2 = 1/Roughness2;
  62.     float M = isotropic ? Roughness : (1-(NdotH*NdotH)) / ( m1*HdotX*HdotX + m2*HdotY*HdotY );
  63.     float M_2 = isotropic ? M * M : M* min(Roughness, Roughness2);
  64.    
  65.     NdotH = mix( mix( NdotH, max(NdotH,LdotV), saturate(Retroreflective*2) ), LdotV, saturate(Retroreflective*2-1) );
  66.    
  67.     float NdotL_2 = NdotL * NdotL;
  68.     float NdotV_2 = NdotV * NdotV;
  69.     float NdotH_2 = NdotH * NdotH;
  70.     float OneMinusNdotL_2 = 1.0 - NdotL_2;
  71.     float OneMinusNdotV_2 = 1.0 - NdotV_2;
  72.  
  73.     vec3 Fd = 1.0 - Ks;
  74.  
  75.     float gamma = clamp(dot(V - N * NdotV, L - N * NdotL), 0, 1);
  76.     float A = 1.0 - 0.5 * (M_2 / (M_2 + 0.33));
  77.     float B = 0.45 * (M_2 / (M_2 + 0.09));
  78.     float C = sqrt(OneMinusNdotL_2 * OneMinusNdotV_2) / max(NdotL, NdotV);
  79.  
  80.     vec3 Rd = Kd * Fd * (A + B * gamma * C) * 1/PI;
  81.    
  82.     float ggxDenom = NdotH_2 * (M_2 + (1-NdotH_2)/NdotH_2);
  83.     float D = M/ggxDenom;
  84.     D = D*D/PI;
  85.     D *= isotropic ? 1 : min(m1,m2)/max(m1,m2);
  86.    
  87.     vec3 Fs;
  88.     if( FullFresnel )
  89.         Fs = Fresnel(NdotV, Ks);
  90.     else
  91.         Fs = Ks + Fd * pow(1-LdotH, 5);
  92.  
  93.     float G1_1 = 1.0 + sqrt(1.0 + M_2 * (OneMinusNdotL_2 / NdotL_2));
  94.     float G1_2 = 1.0 + sqrt(1.0 + M_2 * (OneMinusNdotV_2 / NdotV_2));
  95.     float G = ((2/G1_1) * (2/G1_2))/(4 * NdotV * NdotL);
  96.    
  97.     vec3 Rs = Fs * D * G;
  98.    
  99.     return vec3(Rd + Rs);
  100. }
  101.  
  102. ::end shader
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