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1 change: 0 additions & 1 deletion crates/bevy_solari/src/pathtracer/pathtracer.wgsl
Original file line number Diff line number Diff line change
@@ -1,7 +1,6 @@
enable wgpu_ray_query;

#import bevy_core_pipeline::tonemapping::tonemapping_luminance as luminance
#import bevy_pbr::pbr_functions::calculate_F0
#import bevy_pbr::utils::{rand_f, rand_vec2f}
#import bevy_render::maths::{PI, orthonormalize}
#import bevy_render::view::View
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40 changes: 25 additions & 15 deletions crates/bevy_solari/src/scene/brdf.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@ 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_F0
#import bevy_pbr::pbr_functions::calculate_F0_dielectric
#import bevy_pbr::utils::{rand_f, sample_cosine_hemisphere}
#import bevy_render::maths::{PI, orthonormalize}
#import bevy_solari::sampling::{sample_ggx_vndf, ggx_vndf_pdf, ggx_vndf_sample_invalid}
Expand All @@ -22,12 +22,13 @@ struct LobeReflectances {
}

// Hemispherical reflectance of each lobe
fn lobe_reflectances(F0: vec3<f32>, material: ResolvedMaterial, F_ab: vec2<f32>) -> LobeReflectances {
fn lobe_reflectances(F0_metal: vec3<f32>, F0_dielectric: vec3<f32>, material: ResolvedMaterial, F_ab: vec2<f32>) -> LobeReflectances {
let multiscattering_factor = 1.0 / (F_ab.x + F_ab.y) - 1.0;
let rho_specular = (F0 * F_ab.x + F_ab.y) * (1.0 + F0 * multiscattering_factor);
let rho_specular_metallic = (F0_metal * F_ab.x + F_ab.y) * (1.0 + F0_metal * multiscattering_factor);
let rho_specular_dielectric = (F0_dielectric * F_ab.x + F_ab.y) * (1.0 + F0_dielectric * multiscattering_factor);
return LobeReflectances(
rho_specular,
(1.0 - material.metallic) * (1.0 - rho_specular) * material.base_color,
mix(rho_specular_dielectric, rho_specular_metallic, material.metallic),
(1.0 - material.metallic) * (1.0 - rho_specular_dielectric) * material.base_color,
);
}

Expand All @@ -40,8 +41,9 @@ fn evaluate_and_sample_brdf(
) -> 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 rho = lobe_reflectances(F0, material, F_ab);
let F0_metal = material.base_color;
let F0_dielectric = calculate_F0_dielectric(vec3(material.reflectance));
let rho = lobe_reflectances(F0_metal, F0_dielectric, material, F_ab);
let specular_weight = luminance(rho.specular) / luminance(rho.specular + rho.diffuse);
let diffuse_weight = 1.0 - specular_weight;

Expand Down Expand Up @@ -96,8 +98,9 @@ fn evaluate_diffuse_brdf(wo: vec3<f32>, wi: vec3<f32>, world_normal: vec3<f32>,
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 rho = lobe_reflectances(F0, material, F_ab);
let F0_metal = material.base_color;
let F0_dielectric = calculate_F0_dielectric(vec3(material.reflectance));
let rho = lobe_reflectances(F0_metal, F0_dielectric, material, F_ab);
return rho.diffuse / PI * NdotL;
}

Expand All @@ -109,26 +112,33 @@ fn evaluate_specular_brdf(wo: vec3<f32>, wi: vec3<f32>, world_normal: vec3<f32>,
let NdotV = dot(world_normal, wo);
if NdotL < 0.0001 || NdotH < 0.0001 || LdotH < 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_metal = fresnel(F0_metal, LdotH);
let F_dielectric = fresnel(F0_dielectric, LdotH);
return mix(F_dielectric, F_metal, material.metallic);
} else {
return vec3(0.0);
}
}

let D = D_GGX(material.roughness, NdotH);
let Vs = V_SmithGGXCorrelated(material.roughness, NdotV, NdotL);
return specular_multiscatter(D, Vs, F, F0, F_ab, 1.0) * NdotL;
let F_metal = fresnel(F0_metal, LdotH);
let F_dielectric = fresnel(F0_dielectric, LdotH);
return mix(specular_multiscatter(D, Vs, F_dielectric, F0_dielectric, F_ab, 1.0),
specular_multiscatter(D, Vs, F_metal, F0_metal, F_ab, 1.0),
material.metallic) * NdotL;
}

fn brdf_pdf(wo: vec3<f32>, wi: vec3<f32>, world_normal: vec3<f32>, material: ResolvedMaterial, F_ab: vec2<f32>) -> f32 {
let NdotV = max(dot(world_normal, wo), 0.0001);
let F0 = calculate_F0(material.base_color, material.metallic, vec3(material.reflectance));
let rho = lobe_reflectances(F0, material, F_ab);
let F0_metal = material.base_color;
let F0_dielectric = calculate_F0_dielectric(vec3(material.reflectance));
let rho = lobe_reflectances(F0_metal, F0_dielectric, material, F_ab);
let specular_weight = luminance(rho.specular) / luminance(rho.specular + rho.diffuse);
let diffuse_weight = 1.0 - specular_weight;

Expand Down
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