mirror of
https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
synced 2026-06-03 04:34:26 -07:00
265 lines
8.8 KiB
HLSL
Vendored
265 lines
8.8 KiB
HLSL
Vendored
// Alloy Physical Shader Framework
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// Copyright 2013-2017 RUST LLC.
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// http://www.alloy.rustltd.com/
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/////////////////////////////////////////////////////////////////////////////////
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/// @file Skin.cginc
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/// @brief Skin surface shader definition.
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/////////////////////////////////////////////////////////////////////////////////
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#ifndef ALLOY_LEGACY_SHADERS_DEFINITION_SKIN_CGINC
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#define ALLOY_LEGACY_SHADERS_DEFINITION_SKIN_CGINC
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#define A_AMBIENT_OCCLUSION_ON
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#define A_SURFACE_CUSTOM_FIELDS \
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half scatteringMask; \
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half scattering;
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#include "Assets/Alloy/Shaders/Framework/Lighting.cginc"
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#include "Assets/Alloy/Shaders/Type/Standard.cginc"
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// Jon Moore recommended this value in his blog post.
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#define A_SKIN_BUMP_BLUR_BIAS (3.0)
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sampler2D _SssBrdfTex;
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/// Biases the thickness value used to look up in the skin LUT.
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/// Expects values in the range [0,1].
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half _SssBias;
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/// Scales the thickness value used to look up in the skin LUT.
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/// Expects values in the range [0,1].
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half _SssScale;
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/// Amount to colorize and darken AO to simulate local scattering.
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/// Expects values in the range [0,1].
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half _SssAoSaturation;
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/// Increases the bluriness of the normal map for diffuse lighting.
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/// Expects values in the range [0,1].
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half _SssBumpBlur;
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/// Transmission tint color.
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/// Expects a linear LDR color.
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half3 _TransColor;
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/// Weight of the transmission effect.
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/// Expects linear space value in the range [0,1].
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half _TransScale;
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/// Falloff of the transmission effect.
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/// Expects values in the range [1,n).
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half _TransPower;
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/// Amount that the transmission is distorted by surface normals.
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/// Expects values in the range [0,1].
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half _TransDistortion;
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/// Calculates standard indirect diffuse plus specular illumination.
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/// @param d Direct lighting data.
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/// @param s Material surface data.
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/// @param skinLut Pre-Integrated scattering LUT.
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/// @return Direct diffuse illumination with scattering effect.
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half3 aLegacySkin(
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ADirect d,
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ASurface s,
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sampler2D skinLut)
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{
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// Scattering
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// cf http://www.farfarer.com/blog/2013/02/11/pre-integrated-skin-shader-unity-3d/
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float ndlBlur = dot(s.ambientNormalWorld, d.direction) * 0.5h + 0.5h;
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float2 sssLookupUv = float2(ndlBlur, s.scattering * aLuminance(d.color));
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half3 sss = s.scatteringMask * d.shadow * tex2D(skinLut, sssLookupUv).rgb;
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//#if !defined(SHADOWS_SCREEN) && !defined(SHADOWS_DEPTH) && !defined(SHADOWS_CUBE)
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// // If shadows are off, we need to reduce the brightness
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// // of the scattering on polys facing away from the light.
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// sss *= saturate(ndlBlur * 4.0h - 1.0h); // [-1,3], then clamp
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//#else
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// sss *= d.shadow;
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//#endif
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return d.color * s.albedo * sss;
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}
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/// Calculates direct light transmission effect using per-pixel thickness.
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/// @param d Indirect light description.
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/// @param s Material surface data.
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/// @param weight Weight of the transmission effect.
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/// @param distortion Distortion due to surface normals.
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/// @param falloff Tightness of the transmitted light.
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/// @param shadowWeight Amount that the transsmision is shadowed.
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/// @return Transmission effect.
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half3 aLegacyTransmission(
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ADirect d,
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ASurface s,
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half weight,
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half distortion,
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half falloff,
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half shadowWeight)
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{
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// Transmission
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// cf http://www.farfarer.com/blog/2012/09/11/translucent-shader-unity3d/
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half3 transLightDir = d.direction + s.normalWorld * distortion;
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half transLight = pow(aDotClamp(s.viewDirWorld, -transLightDir), falloff);
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transLight *= weight * aLerpOneTo(d.shadow, shadowWeight);
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return d.color * s.subsurfaceColor * transLight;
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}
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/// Direct diffuse and specular BRDF.
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/// @param d Direct lighting data.
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/// @param s Material surface data.
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/// @return Direct diffuse BRDF.
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half3 aLegacyDirectBrdf(
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ADirect d,
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ASurface s,
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half diffuseWeight)
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{
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// Cook-Torrance microfacet model.
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// cf http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
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half LdotH2 = d.LdotH * d.LdotH;
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// Brent Burley diffuse BRDF.
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// cf https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf pg14
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half FL = aFresnel(d.NdotL);
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half Fd90 = 0.5h + (2.0h * LdotH2 * s.roughness);
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half Fd = aLerpOneTo(Fd90, FL) * aLerpOneTo(Fd90, s.FV);
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// Schlick's Fresnel approximation.
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half3 F = lerp(s.f0, A_WHITE, aFresnel(d.LdotH));
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// John Hable's Visibility function.
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// cf http://www.filmicworlds.com/2014/04/21/optimizing-ggx-shaders-with-dotlh/
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half a2 = s.beckmannRoughness * s.beckmannRoughness;
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half k2 = a2 * 0.25h; // k = a/2; k*k = (a*a)/(2*2) = (a^2)/4.
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half V = lerp(k2, 1.0h, LdotH2);
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// GGX (Trowbridge-Reitz) NDF.
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// cf http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
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half denom = aLerpOneTo(a2, d.NdotH * d.NdotH);
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half mDV = k2 / (V * denom * denom); // k2 is GGX a^2 and microfacet 1/4.
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// Punctual lighting equation.
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// cf http://seblagarde.wordpress.com/2012/01/08/pi-or-not-to-pi-in-game-lighting-equation/
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return (d.shadow * d.NdotL) * (
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(s.albedo * (Fd * diffuseWeight)) + (F * (mDV * s.specularOcclusion * d.specularIntensity)));
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}
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/// Indirect specular BRDF.
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/// @param s Material surface data.
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/// @return Environment BRDF.
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half3 aLegacyEnvironmentBrdf(
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ASurface s)
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{
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// Brian Karis' modification of Dimitar Lazarov's Environment BRDF.
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// cf https://www.unrealengine.com/blog/physically-based-shading-on-mobile
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const half4 c0 = half4(-1.0h, -0.0275h, -0.572h, 0.022h);
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const half4 c1 = half4(1.0h, 0.0425h, 1.04h, -0.04h);
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half4 r = s.roughness * c0 + c1;
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half a004 = min(r.x * r.x, exp2(-9.28h * s.NdotV)) * r.x + r.y;
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half2 AB = half2(-1.04h, 1.04h) * a004 + r.zw;
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return s.f0 * AB.x + AB.yyy;
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}
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/// Calculates standard indirect diffuse plus specular illumination.
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/// @param d Indirect light description.
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/// @param s Material surface data.
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/// @return Indirect illumination.
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half3 aLegacyStandardIndirect(
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AIndirect i,
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ASurface s)
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{
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#ifdef A_REFLECTION_PROBES_ON
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half3 specular = i.specular * aLegacyEnvironmentBrdf(s);
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#endif
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#ifndef A_AMBIENT_OCCLUSION_ON
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half3 diffuse = s.albedo * i.diffuse;
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#ifndef A_REFLECTION_PROBES_ON
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return diffuse;
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#else
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return diffuse + specular;
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#endif
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#else
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// Yoshiharu Gotanda's fake interreflection for specular occlusion.
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// Modified to better account for surface f0.
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// cf http://research.tri-ace.com/Data/cedec2011_RealtimePBR_Implementation_e.pptx pg65
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half3 ambient = i.diffuse * s.ambientOcclusion;
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#ifndef A_REFLECTION_PROBES_ON
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// Diffuse and fake interreflection only.
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return ambient * (s.albedo + s.f0 * (1.0h - s.specularOcclusion));
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#else
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// Full equation.
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return ambient * s.albedo
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+ lerp(ambient * s.f0, specular, s.specularOcclusion);
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#endif
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#endif
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}
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void aPreLighting(
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inout ASurface s)
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{
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aStandardPreLighting(s);
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// Blurred normals for indirect diffuse and direct scattering.
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s.blurredNormalTangent = normalize(lerp(s.normalTangent, s.blurredNormalTangent, s.scatteringMask * _SssBumpBlur));
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s.ambientNormalWorld = aTangentToWorld(s, s.blurredNormalTangent);
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s.subsurfaceColor = _TransScale * _TransColor * s.albedo * s.subsurface.rrr;
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s.scattering = saturate(s.subsurface * _SssScale + _SssBias);
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}
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half3 aDirectLighting(
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ADirect d,
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ASurface s)
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{
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return (d.color * aLegacyDirectBrdf(d, s, 1.0h - s.scatteringMask))
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+ aLegacySkin(d, s, _SssBrdfTex)
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+ aLegacyTransmission(d, s, 1.0h, _TransDistortion, _TransPower, 0.0h);
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}
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half3 aIndirectLighting(
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AIndirect i,
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ASurface s)
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{
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// Saturated AO.
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// cf http://www.iryoku.com/downloads/Next-Generation-Character-Rendering-v6.pptx pg110
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half saturation = s.scatteringMask * _SssAoSaturation;
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s.albedo = pow(s.albedo, (1.0h + saturation) - saturation * s.ambientOcclusion);
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return aLegacyStandardIndirect(i, s);
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}
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void aSurfaceShader(
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inout ASurface s)
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{
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aDissolve(s);
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half4 base = aBase(s);
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s.baseColor = base.rgb;
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s.subsurface = A_SS(s, base.a);
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half4 material = aSampleMaterial(s);
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s.scatteringMask = material.A_METALLIC_CHANNEL;
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s.metallic = 0.0h;
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s.ambientOcclusion = aLerpOneTo(material.A_AO_CHANNEL, _Occlusion);
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s.specularity = _Specularity * material.A_SPECULARITY_CHANNEL;
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s.roughness = _Roughness * material.A_ROUGHNESS_CHANNEL;
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s.normalTangent = A_NT(s, aSampleBump(s));
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s.blurredNormalTangent = aSampleBumpBias(s, A_SKIN_BUMP_BLUR_BIAS);
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aDetail(s);
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aTeamColor(s);
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aDecal(s);
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aRim(s);
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aEmission(s);
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}
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#endif // ALLOY_LEGACY_SHADERS_DEFINITION_SKIN_CGINC
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