Files
Prism/Editor/assets/shaders/PBRShader_Static.glsl

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GLSL

// -----------------------------
// -- Based on Hazel PBR shader --
// -----------------------------
// Note: this shader is still very much in progress. There are likely many bugs and future additions that will go in.
// Currently heavily updated.
//
// References upon which this is based:
// - Unreal Engine 4 PBR notes (https://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf)
// - Frostbite's SIGGRAPH 2014 paper (https://seblagarde.wordpress.com/2015/07/14/siggraph-2014-moving-frostbite-to-physically-based-rendering/)
// - Michał Siejak's PBR project (https://github.com/Nadrin)
// - My implementation from years ago in the Sparky engine (https://github.com/TheCherno/Sparky)
#type vertex
#version 430 core
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec3 a_Normal;
layout(location = 2) in vec3 a_Tangent;
layout(location = 3) in vec3 a_Binormal;
layout(location = 4) in vec2 a_TexCoord;
uniform mat4 u_ViewProjectionMatrix;
uniform mat4 u_ViewMatrix;
uniform mat4 u_Transform;
uniform mat4 u_LightSpaceMatrix;
out VertexOutput
{
vec3 WorldPosition;
vec3 Normal;
vec2 TexCoord;
mat3 WorldNormals;
mat3 WorldTransform;
vec3 Binormal;
vec3 ViewPosition;
vec4 FragPosLightSpace;
} vs_Output;
void main()
{
vs_Output.WorldPosition = vec3(u_Transform * vec4(a_Position, 1.0));
vs_Output.Normal = mat3(u_Transform) * a_Normal;
vs_Output.TexCoord = vec2(a_TexCoord.x, 1.0 - a_TexCoord.y);
vs_Output.WorldNormals = mat3(u_Transform) * mat3(a_Tangent, a_Binormal, a_Normal);
vs_Output.WorldTransform = mat3(u_Transform);
vs_Output.Binormal = a_Binormal;
vs_Output.FragPosLightSpace = u_LightSpaceMatrix * u_Transform * vec4(a_Position, 1.0);
vs_Output.ViewPosition = vec3(u_ViewMatrix * vec4(vs_Output.WorldPosition, 1.0));
gl_Position = u_ViewProjectionMatrix * u_Transform * vec4(a_Position, 1.0);
}
#type fragment
#version 430 core
layout(location = 0) out vec4 outAlbedoMetal;
layout(location = 1) out vec4 outNormalRoughness;
layout(location = 2) out vec4 outEmissiveAO;
layout(location = 3) out vec4 outColor;
layout(location = 4) out vec4 outBloomColor;
const float PI = 3.141592;
const float Epsilon = 0.00001;
const int LightCount = 1;
const vec3 Fdielectric = vec3(0.04);
struct DirectionalLight {
vec3 Direction;
vec3 Radiance;
float Intensity;
bool CastShadows;
};
struct PointLight {
vec3 Position;
vec3 Radiance;
float Intensity;
float Range;
bool CastShadows;
};
struct SpotLight {
vec3 Position;
vec3 Direction;
vec3 Radiance;
float Intensity;
float Range;
float InnerConeCos;
float OuterConeCos;
bool CastShadows;
};
in VertexOutput
{
vec3 WorldPosition;
vec3 Normal;
vec2 TexCoord;
mat3 WorldNormals;
mat3 WorldTransform;
vec3 Binormal;
vec3 ViewPosition;
vec4 FragPosLightSpace;
} vs_Input;
uniform bool u_GBufferMode;
uniform DirectionalLight u_DirectionalLights;
uniform int u_PointLightCount;
uniform PointLight u_PointLights;
uniform int u_SpotLightCount;
uniform SpotLight u_SpotLights;
uniform vec3 u_CameraPosition;
// PBR
uniform sampler2D u_AlbedoTexture;
uniform sampler2D u_NormalTexture;
uniform sampler2D u_MetalnessTexture;
uniform sampler2D u_RoughnessTexture;
// environment
uniform samplerCube u_EnvRadianceTex;
uniform samplerCube u_EnvIrradianceTex;
// BRDF LUT
uniform sampler2D u_BRDFLUTTexture;
uniform float u_IBLContribution;
uniform float u_BloomThreshold;
uniform float u_EnvMapRotation;
// baseColor
uniform vec3 u_AlbedoColor;
uniform float u_Metalness;
uniform float u_Roughness;
// textureToggle
uniform float u_AlbedoTexToggle;
uniform float u_NormalTexToggle;
uniform float u_MetalnessTexToggle;
uniform float u_RoughnessTexToggle;
// shadow
uniform sampler2D u_ShadowMap;
uniform float u_ShadowBias;
uniform float u_ShadowSoftness;
uniform float u_ShadowIntensity;
uniform int u_ShadowEnabled;
// Emissive
uniform sampler2D u_EmissiveTexture;
uniform float u_EmissiveTexToggle;
uniform vec3 u_EmissiveColor;
uniform float u_EmissiveIntensity;
struct PBRParameters
{
vec3 Albedo;
float Roughness;
float Metalness;
vec3 Normal;
vec3 View;
float NdotV;
};
PBRParameters m_Params;
// ---------- PBR param func ----------
float ndfGGX(float cosLh, float roughness)
{
float alpha = roughness * roughness;
float alphaSq = alpha * alpha;
float denom = (cosLh * cosLh) * (alphaSq - 1.0) + 1.0;
return alphaSq / (PI * denom * denom);
}
float GeometrySchlickGGX(float NdotV, float roughness)
{
float r = (roughness + 1.0);
float k = (r * r) / 8.0;
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return nom / denom;
}
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
vec3 fresnelSchlick(vec3 F0, float cosTheta)
{
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}
vec3 fresnelSchlickRoughness(vec3 F0, float cosTheta, float roughness)
{
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
}
// ---------- direction light ----------
vec3 ComputeDirectionalLight(DirectionalLight light, vec3 F0, PBRParameters params)
{
vec3 L = normalize(-light.Direction);
vec3 Lradiance = light.Radiance * light.Intensity;
vec3 Lh = normalize(L + params.View);
float cosLi = max(0.0, dot(params.Normal, L));
float cosLh = max(0.0, dot(params.Normal, Lh));
vec3 F = fresnelSchlick(F0, max(0.0, dot(Lh, params.View)));
float D = ndfGGX(cosLh, params.Roughness);
float G = GeometrySmith(params.Normal, params.View, L, params.Roughness);
vec3 kd = (1.0 - F) * (1.0 - params.Metalness);
vec3 diffuseBRDF = kd * params.Albedo;
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * params.NdotV);
return (diffuseBRDF + specularBRDF) * Lradiance * cosLi;
}
vec3 ComputePointLight(PointLight light, vec3 F0, PBRParameters params, vec3 worldPos)
{
vec3 lightVec = light.Position - worldPos;
float dist = length(lightVec);
if (dist > light.Range) return vec3(0.0);
vec3 L = lightVec / dist;
vec3 Lradiance = light.Radiance * light.Intensity;
// 距离衰减:通常使用平方衰减,但为避免分母为零,加一个小值
float attenuation = 1.0 / (dist * dist + 0.0001);
// 可选:范围平滑衰减
float rangeFactor = clamp(1.0 - (dist / light.Range), 0.0, 1.0);
rangeFactor = rangeFactor * rangeFactor; // 平滑
attenuation *= rangeFactor;
vec3 Lh = normalize(L + params.View);
float cosLi = max(0.0, dot(params.Normal, L));
float cosLh = max(0.0, dot(params.Normal, Lh));
vec3 F = fresnelSchlick(F0, max(0.0, dot(Lh, params.View)));
float D = ndfGGX(cosLh, params.Roughness);
float G = GeometrySmith(params.Normal, params.View, L, params.Roughness);
vec3 kd = (1.0 - F) * (1.0 - params.Metalness);
vec3 diffuseBRDF = kd * params.Albedo;
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * params.NdotV);
return (diffuseBRDF + specularBRDF) * Lradiance * cosLi * attenuation;
}
vec3 ComputeSpotLight(SpotLight light, vec3 F0, PBRParameters params, vec3 worldPos)
{
vec3 lightVec = light.Position - worldPos;
float dist = length(lightVec);
if (dist > light.Range) return vec3(0.0);
vec3 L = lightVec / dist;
vec3 Lradiance = light.Radiance * light.Intensity;
// 距离衰减
float attenuation = 1.0 / (dist * dist + 0.0001);
float rangeFactor = clamp(1.0 - (dist / light.Range), 0.0, 1.0);
rangeFactor = rangeFactor * rangeFactor;
attenuation *= rangeFactor;
// 角度衰减(聚光锥)
float cosAngle = dot(-L, normalize(light.Direction)); // 光方向指向外,所以用 -L
if (cosAngle < light.OuterConeCos) return vec3(0.0);
float angleFalloff = (cosAngle - light.OuterConeCos) / (light.InnerConeCos - light.OuterConeCos);
angleFalloff = clamp(angleFalloff, 0.0, 1.0);
attenuation *= angleFalloff;
vec3 Lh = normalize(L + params.View);
float cosLi = max(0.0, dot(params.Normal, L));
float cosLh = max(0.0, dot(params.Normal, Lh));
vec3 F = fresnelSchlick(F0, max(0.0, dot(Lh, params.View)));
float D = ndfGGX(cosLh, params.Roughness);
float G = GeometrySmith(params.Normal, params.View, L, params.Roughness);
vec3 kd = (1.0 - F) * (1.0 - params.Metalness);
vec3 diffuseBRDF = kd * params.Albedo;
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * params.NdotV);
return (diffuseBRDF + specularBRDF) * Lradiance * cosLi * attenuation;
}
vec3 Lighting(vec3 F0)
{
vec3 result = vec3(0.0);
for(int i = 0; i < LightCount; i++)
{
vec3 Li = u_DirectionalLights.Direction;
vec3 Lradiance = u_DirectionalLights.Radiance * u_DirectionalLights.Intensity;
vec3 Lh = normalize(Li + m_Params.View);
float cosLi = max(0.0, dot(m_Params.Normal, Li));
float cosLh = max(0.0, dot(m_Params.Normal, Lh));
vec3 F = fresnelSchlick(F0, max(0.0, dot(Lh, m_Params.View)));
float D = ndfGGX(cosLh, m_Params.Roughness);
float G = GeometrySmith(m_Params.Normal, m_Params.View, Li, m_Params.Roughness);
vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
vec3 diffuseBRDF = kd * m_Params.Albedo;
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * m_Params.NdotV);
result += (diffuseBRDF + specularBRDF) * Lradiance * cosLi;
}
return result;
}
// ---------- IBL ----------
vec3 RotateVectorAboutY(float angle, vec3 vec)
{
angle = radians(angle);
mat3 rotationMatrix = mat3(
vec3(cos(angle), 0.0, sin(angle)),
vec3(0.0, 1.0, 0.0),
vec3(-sin(angle), 0.0, cos(angle))
);
return rotationMatrix * vec;
}
vec3 IBL(vec3 F0, vec3 Lr)
{
vec3 irradiance = texture(u_EnvIrradianceTex, m_Params.Normal).rgb;
vec3 F = fresnelSchlickRoughness(F0, m_Params.NdotV, m_Params.Roughness);
vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
vec3 diffuseIBL = m_Params.Albedo * irradiance;
int u_EnvRadianceTexLevels = textureQueryLevels(u_EnvRadianceTex);
vec3 specularIrradiance = textureLod(
u_EnvRadianceTex,
RotateVectorAboutY(u_EnvMapRotation, Lr),
m_Params.Roughness * u_EnvRadianceTexLevels
).rgb;
vec2 specularBRDF = texture(u_BRDFLUTTexture, vec2(m_Params.NdotV, 1.0 - m_Params.Roughness)).rg;
vec3 specularIBL = specularIrradiance * (F * specularBRDF.x + specularBRDF.y);
return kd * diffuseIBL + specularIBL;
}
// shadow
float calculateShadow(vec4 fragPosLightSpace, vec3 normal, vec3 lightDir)
{
// Perspective divide
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
// Transform to [0,1] range
projCoords = projCoords * 0.5 + 0.5;
// If outside shadow map bounds, assume no shadow
if(projCoords.z > 1.0 || projCoords.x < 0.0 || projCoords.x > 1.0 || projCoords.y < 0.0 || projCoords.y > 1.0)
return 0.0;
// Get closest depth value from light's perspective
float closestDepth = texture(u_ShadowMap, projCoords.xy).r;
float currentDepth = projCoords.z;
// Calculate bias based on surface angle
float bias = max(u_ShadowBias * (1.0 - dot(normal, lightDir)), u_ShadowBias * 0.1);
// PCF (Percentage Closer Filtering) for soft shadows
float shadow = 0.0;
vec2 texelSize = 1.0 / textureSize(u_ShadowMap, 0);
int pcfRange = int(u_ShadowSoftness);
int sampleCount = 0;
for(int x = -pcfRange; x <= pcfRange; ++x)
{
for(int y = -pcfRange; y <= pcfRange; ++y)
{
float pcfDepth = texture(u_ShadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
sampleCount++;
}
}
shadow /= float(sampleCount);
return shadow;
}
float ComputeShadow(vec4 fragPosLightSpace, float NdotL)
{
if (u_ShadowEnabled == 0) return 1.0;
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
projCoords = projCoords * 0.5 + 0.5;
if (projCoords.x < 0.0 || projCoords.x > 1.0 ||
projCoords.y < 0.0 || projCoords.y > 1.0 ||
projCoords.z > 1.0) return 1.0;
float closestDepth = texture(u_ShadowMap, projCoords.xy).r;
float currentDepth = projCoords.z;
float bias = max(u_ShadowBias * (1.0 - NdotL), u_ShadowBias * 0.5);
float shadow = (currentDepth - bias) > closestDepth ? 1.0 : 0.0;
return mix(1.0, 1.0 - u_ShadowIntensity, shadow);
}
void main()
{
// === 1. 采样基础属性(所有模式都需要) ===
vec4 albedoWithAlpha = texture(u_AlbedoTexture, vs_Input.TexCoord);
vec3 albedo = u_AlbedoTexToggle > 0.5 ? albedoWithAlpha.rgb : u_AlbedoColor;
float alpha = u_AlbedoTexToggle > 0.5 ? albedoWithAlpha.a : 1.0;
float metallic = u_MetalnessTexToggle > 0.5 ? texture(u_MetalnessTexture, vs_Input.TexCoord).r : u_Metalness;
float roughness = u_RoughnessTexToggle > 0.5 ? texture(u_RoughnessTexture, vs_Input.TexCoord).r : u_Roughness;
roughness = max(roughness, 0.05);
// === 2. 法线计算(世界空间) ===
vec3 normal = normalize(vs_Input.Normal);
if (u_NormalTexToggle > 0.5)
{
vec3 tangentNormal = texture(u_NormalTexture, vs_Input.TexCoord).rgb * 2.0 - 1.0;
normal = normalize(vs_Input.WorldNormals * tangentNormal);
}
// === 3. 自发光计算 ===
vec3 emissive = u_EmissiveColor;
if (u_EmissiveTexToggle > 0.5)
emissive = texture(u_EmissiveTexture, vs_Input.TexCoord).rgb;
emissive *= u_EmissiveIntensity;
// === 4. GBuffer 模式:直接输出到多个目标 ===
if (u_GBufferMode)
{
outAlbedoMetal = vec4(albedo, metallic);
outNormalRoughness = vec4(normal * 0.5 + 0.5, roughness);
outEmissiveAO = vec4(emissive, 1.0); // AO 暂设为 1.0
return; // 提前结束
}
// === 5. 非 GBuffer 模式:继续 PBR 光照计算 ===
// 填充 PBRParameters
m_Params.Albedo = albedo;
m_Params.Metalness = metallic;
m_Params.Roughness = roughness;
m_Params.Normal = normal;
m_Params.View = normalize(u_CameraPosition - vs_Input.WorldPosition);
m_Params.NdotV = max(dot(m_Params.Normal, m_Params.View), 0.0);
vec3 Lr = 2.0 * m_Params.NdotV * m_Params.Normal - m_Params.View;
vec3 F0 = mix(Fdielectric, m_Params.Albedo, m_Params.Metalness);
// Shadow
float shadowFactor = 1.0;
if (u_ShadowEnabled > 0.5) {
float shadow = calculateShadow(vs_Input.FragPosLightSpace, m_Params.Normal, u_DirectionalLights.Direction);
shadowFactor = 1.0 - shadow;
}
// directional light with with shadow
vec3 lightContribution = u_DirectionalLights.Intensity > 0.0 ? Lighting(F0) * shadowFactor : vec3(0.0);
if(u_PointLightCount > 0)
lightContribution += ComputePointLight(u_PointLights, F0, m_Params, vs_Input.WorldPosition);
if(u_SpotLightCount > 0)
lightContribution += ComputeSpotLight(u_SpotLights, F0, m_Params, vs_Input.WorldPosition);
vec3 iblContribution = IBL(F0, Lr) * u_IBLContribution;
vec3 finalRGB = lightContribution + iblContribution + emissive;
vec4 finalColor = vec4(finalRGB, alpha);
outColor = finalColor;
// Bloom
float brightness = dot(finalColor.rgb, vec3(0.2126, 0.7152, 0.0722));
outBloomColor = brightness > u_BloomThreshold ? finalColor : vec4(0.0, 0.0, 0.0, 1.0);
}