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26 changes: 12 additions & 14 deletions crates/bevy_solari/src/pathtracer/pathtracer.wgsl
Original file line number Diff line number Diff line change
@@ -1,11 +1,11 @@
enable wgpu_ray_query;

#import bevy_core_pipeline::tonemapping::tonemapping_luminance as luminance
#import bevy_pbr::pbr_functions::{calculate_tbn_mikktspace, calculate_F0}
#import bevy_pbr::pbr_functions::calculate_F0_dielectric
#import bevy_pbr::utils::{rand_f, rand_vec2f}
#import bevy_render::maths::PI
#import bevy_render::maths::{PI, orthonormalize}
#import bevy_render::view::View
#import bevy_solari::brdf::{evaluate_brdf, evaluate_and_sample_brdf, fresnel}
#import bevy_solari::brdf::{evaluate_brdf, evaluate_and_sample_brdf, lobe_reflectances}
#import bevy_solari::sampling::{sample_random_light, random_emissive_light_pdf, ggx_vndf_pdf, power_heuristic}
#import bevy_solari::scene_bindings::{trace_ray, resolve_ray_hit_full, ResolvedRayHitFull, RAY_T_MIN, RAY_T_MAX, MIRROR_ROUGHNESS_THRESHOLD}

Expand Down Expand Up @@ -71,7 +71,7 @@ fn pathtrace(@builtin(global_invocation_id) global_id: vec3<u32>) {
}

// Sample new ray direction from the material BRDF for next bounce and apply BRDF
let next_bounce = evaluate_and_sample_brdf(wo, ray_hit.world_normal, ray_hit.world_tangent, ray_hit.material, &rng);
let next_bounce = evaluate_and_sample_brdf(wo, ray_hit.world_normal, ray_hit.material, &rng);
if next_bounce.pdf == 0.0 { break; }
ray_direction = next_bounce.wi;
ray_origin = ray_hit.world_position + (ray_hit.geometric_world_normal * RAY_T_MIN);
Expand All @@ -96,23 +96,21 @@ fn pathtrace(@builtin(global_invocation_id) global_id: vec3<u32>) {
}

fn brdf_pdf(wo: vec3<f32>, wi: vec3<f32>, ray_hit: ResolvedRayHitFull) -> f32 {
let NdotV = max(dot(ray_hit.world_normal, wo), 0.0001);
let F0 = calculate_F0(ray_hit.material.base_color, ray_hit.material.metallic, vec3(ray_hit.material.reflectance));
let df = 1.0 - luminance(fresnel(F0, NdotV));

let diffuse_weight = mix(df, 0.0, ray_hit.material.metallic);
let specular_weight = 1.0 - diffuse_weight;

let TBN = calculate_tbn_mikktspace(ray_hit.world_normal, ray_hit.world_tangent);
let TBN = orthonormalize(ray_hit.world_normal);
let T = TBN[0];
let B = TBN[1];
let N = TBN[2];

let NdotV = max(dot(N, wo), 0.0001);
let F0_metal = ray_hit.material.base_color;
let F0_dielectric = calculate_F0_dielectric(vec3(ray_hit.material.reflectance));
let rho = lobe_reflectances(F0_metal, F0_dielectric, ray_hit.material, NdotV);
let specular_weight = luminance(rho.rho_spec) / luminance(rho.rho_spec + rho.rho_diff);

let wo_tangent = vec3(dot(wo, T), dot(wo, B), dot(wo, N));
let wi_tangent = vec3(dot(wi, T), dot(wi, B), dot(wi, N));

let diffuse_pdf = wi_tangent.z / PI;
let specular_pdf = ggx_vndf_pdf(wo_tangent, wi_tangent, ray_hit.material.roughness);
let pdf = (diffuse_weight * diffuse_pdf) + (specular_weight * specular_pdf);
return pdf;
return specular_weight * specular_pdf + (1.0 - specular_weight) * diffuse_pdf;
}
103 changes: 65 additions & 38 deletions crates/bevy_solari/src/scene/brdf.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -4,9 +4,9 @@ enable wgpu_ray_query;

#import bevy_core_pipeline::tonemapping::tonemapping_luminance as luminance
#import bevy_pbr::lighting::{D_GGX, V_SmithGGXCorrelated, specular_multiscatter}
#import bevy_pbr::pbr_functions::{calculate_tbn_mikktspace, calculate_diffuse_color, calculate_F0}
#import bevy_pbr::pbr_functions::calculate_F0_dielectric
#import bevy_pbr::utils::{rand_f, sample_cosine_hemisphere}
#import bevy_render::maths::PI
#import bevy_render::maths::{PI, orthonormalize}
#import bevy_solari::sampling::{sample_ggx_vndf, ggx_vndf_pdf, ggx_vndf_sample_invalid}
#import bevy_solari::scene_bindings::{ResolvedMaterial, MIRROR_ROUGHNESS_THRESHOLD, brdf_dfg_lut, brdf_dfg_lut_sampler}

Expand All @@ -16,53 +16,77 @@ struct EvaluateAndSampleBrdfResult {
pdf: f32,
}

struct LobeReflectances {
rho_spec: vec3<f32>,
rho_diff: vec3<f32>,
}

// Hemispherical reflectance of each lobe
fn lobe_reflectances(F0_metal: vec3<f32>, F0_dielectric: vec3<f32>, material: ResolvedMaterial, NdotV: f32) -> LobeReflectances {
if material.roughness <= MIRROR_ROUGHNESS_THRESHOLD {
let F_m = fresnel(F0_metal, NdotV);
let F_d = fresnel(F0_dielectric, NdotV);
return LobeReflectances(
material.metallic * F_m + (1.0 - material.metallic) * F_d,
(1.0 - material.metallic) * (vec3(1.0) - F_d) * material.base_color,
);
}
let F_ab = F_AB(material.perceptual_roughness, NdotV);
let ms_factor = 1.0 / (F_ab.x + F_ab.y) - 1.0;
let rho_spec_m = (F0_metal * F_ab.x + vec3(F_ab.y)) * (vec3(1.0) + F0_metal * ms_factor);
let rho_spec_d = (F0_dielectric * F_ab.x + vec3(F_ab.y)) * (vec3(1.0) + F0_dielectric * ms_factor);
return LobeReflectances(
material.metallic * rho_spec_m + (1.0 - material.metallic) * rho_spec_d,
(1.0 - material.metallic) * (vec3(1.0) - rho_spec_d) * material.base_color,
);
}

fn evaluate_and_sample_brdf(
wo: vec3<f32>,
world_normal: vec3<f32>,
world_tangent: vec4<f32>,
material: ResolvedMaterial,
rng: ptr<function, u32>,
) -> EvaluateAndSampleBrdfResult {
let NdotV = dot(world_normal, wo);
if NdotV < 0.0001 { return EvaluateAndSampleBrdfResult(vec3(0.0), vec3(0.0), 0.0); }
let F0 = calculate_F0(material.base_color, material.metallic, vec3(material.reflectance));
let df = 1.0 - luminance(fresnel(F0, NdotV));

let diffuse_weight = mix(df, 0.0, material.metallic);
let specular_weight = 1.0 - diffuse_weight;

let TBN = calculate_tbn_mikktspace(world_normal, world_tangent);
let TBN = orthonormalize(world_normal);
let T = TBN[0];
let B = TBN[1];
let N = TBN[2];

let wo_tangent = vec3(dot(wo, T), dot(wo, B), dot(wo, N));
let NdotV = dot(N, wo);
if NdotV < 0.0001 { return EvaluateAndSampleBrdfResult(vec3(0.0), vec3(0.0), 0.0); }

let F0_metal = material.base_color;
let F0_dielectric = calculate_F0_dielectric(vec3(material.reflectance));
let rho = lobe_reflectances(F0_metal, F0_dielectric, material, NdotV);
let specular_weight = luminance(rho.rho_spec) / luminance(rho.rho_spec + rho.rho_diff);

let wo_tangent = vec3(dot(wo, T), dot(wo, B), dot(wo, N));
var wi: vec3<f32>;
var wi_tangent: vec3<f32>;
let diffuse_selected = rand_f(rng) < diffuse_weight;
let diffuse_selected = rand_f(rng) < (1.0 - specular_weight);
if diffuse_selected {
wi = sample_cosine_hemisphere(world_normal, rng);
wi = sample_cosine_hemisphere(N, rng);
wi_tangent = vec3(dot(wi, T), dot(wi, B), dot(wi, N));
} else {
wi_tangent = sample_ggx_vndf(wo_tangent, material.roughness, rng);
if ggx_vndf_sample_invalid(wi_tangent) {
return EvaluateAndSampleBrdfResult(vec3(0.0), vec3(0.0), 0.0);
}
if ggx_vndf_sample_invalid(wi_tangent) { return EvaluateAndSampleBrdfResult(vec3(0.0), vec3(0.0), 0.0); }
wi = wi_tangent.x * T + wi_tangent.y * B + wi_tangent.z * N;
}

let diffuse_pdf = wi_tangent.z / PI;
let specular_pdf = ggx_vndf_pdf(wo_tangent, wi_tangent, material.roughness);
let pdf = (diffuse_weight * diffuse_pdf) + (specular_weight * specular_pdf);

var throughput = evaluate_brdf(wo, wi, world_normal, material);
if diffuse_selected || material.roughness > MIRROR_ROUGHNESS_THRESHOLD {
throughput /= pdf;
} else {
throughput /= specular_weight;
// Mirror is a delta function
if material.roughness <= MIRROR_ROUGHNESS_THRESHOLD {
if diffuse_selected {
return EvaluateAndSampleBrdfResult(wi, rho.rho_diff / (1.0 - specular_weight), 1.0);
} else {
if dot(N, wi) <= 0.0 { return EvaluateAndSampleBrdfResult(vec3(0.0), vec3(0.0), 0.0); }
return EvaluateAndSampleBrdfResult(wi, rho.rho_spec / specular_weight, 1.0);
}
Comment thread
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Outdated
}

let diffuse_pdf = wi_tangent.z / PI;
let specular_pdf = ggx_vndf_pdf(wo_tangent, wi_tangent, material.roughness);
let pdf = specular_weight * specular_pdf + (1.0 - specular_weight) * diffuse_pdf;
let throughput = evaluate_brdf(wo, wi, world_normal, material) / pdf;
return EvaluateAndSampleBrdfResult(wi, throughput, pdf);
}

Expand All @@ -76,31 +100,31 @@ fn evaluate_brdf(
}

fn evaluate_diffuse_brdf(wo: vec3<f32>, wi: vec3<f32>, world_normal: vec3<f32>, material: ResolvedMaterial) -> vec3<f32> {
let diffuse_color = calculate_diffuse_color(material.base_color, material.metallic, 0.0, 0.0) / PI;

let NdotL = dot(world_normal, wi);
let NdotV = dot(world_normal, wo);
if NdotL < 0.0001 || NdotV < 0.0001 { return vec3(0.0); }
let F0 = calculate_F0(material.base_color, material.metallic, vec3(material.reflectance));
let layering = (1.0 - fresnel(F0, NdotL)) * (1.0 - fresnel(F0, NdotV));

return diffuse_color * layering * NdotL;
let F0_dielectric = calculate_F0_dielectric(vec3(material.reflectance));
let rho = lobe_reflectances(material.base_color, F0_dielectric, material, NdotV);
return rho.rho_diff / PI * NdotL;
}

fn evaluate_specular_brdf(wo: vec3<f32>, wi: vec3<f32>, world_normal: vec3<f32>, material: ResolvedMaterial) -> vec3<f32> {
let H = normalize(wi + wo);
let NdotL = dot(world_normal, wi);
let NdotH = dot(world_normal, H);
let LdotH = dot(wi, H);
let HdotV = dot(H, wo);
let NdotV = dot(world_normal, wo);
if NdotL < 0.0001 || NdotH < 0.0001 || LdotH < 0.0001 || NdotV < 0.0001 { return vec3(0.0); }
if NdotL < 0.0001 || NdotH < 0.0001 || HdotV < 0.0001 || NdotV < 0.0001 { return vec3(0.0); }

let F0 = calculate_F0(material.base_color, material.metallic, vec3(material.reflectance));
let F = fresnel(F0, LdotH);
let F0_metal = material.base_color;
let F0_dielectric = calculate_F0_dielectric(vec3(material.reflectance));

if material.roughness <= MIRROR_ROUGHNESS_THRESHOLD {
if abs(NdotH - 1.0) < 0.0001 {
return F;
let F_m = fresnel(F0_metal, HdotV);
let F_d = fresnel(F0_dielectric, HdotV);
return material.metallic * F_m + (1.0 - material.metallic) * F_d;
} else {
return vec3(0.0);
}
Expand All @@ -109,7 +133,10 @@ fn evaluate_specular_brdf(wo: vec3<f32>, wi: vec3<f32>, world_normal: vec3<f32>,
let D = D_GGX(material.roughness, NdotH);
let Vs = V_SmithGGXCorrelated(material.roughness, NdotV, NdotL);
let F_ab = F_AB(material.perceptual_roughness, NdotV);
return specular_multiscatter(D, Vs, F, F0, F_ab, 1.0) * NdotL;
let F_m = fresnel(F0_metal, HdotV);
let F_d = fresnel(F0_dielectric, HdotV);
return (material.metallic * specular_multiscatter(D, Vs, F_m, F0_metal, F_ab, 1.0)
+ (1.0 - material.metallic) * specular_multiscatter(D, Vs, F_d, F0_dielectric, F_ab, 1.0)) * NdotL;
}

fn fresnel(f0: vec3<f32>, LdotH: f32) -> vec3<f32> {
Expand Down