mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-21 00:07:50 +08:00
393 lines
14 KiB
GLSL
393 lines
14 KiB
GLSL
float invLinZ (float lindepth){
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return -((2.0*near/lindepth)-far-near)/(far-near);
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}
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float linZ(float depth) {
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return (2.0 * near) / (far + near - depth * (far - near));
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// l = (2*n)/(f+n-d(f-n))
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// f+n-d(f-n) = 2n/l
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// -d(f-n) = ((2n/l)-f-n)
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// d = -((2n/l)-f-n)/(f-n)
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}
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void frisvad(in vec3 n, out vec3 f, out vec3 r){
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if(n.z < -0.9) {
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f = vec3(0.,-1,0);
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r = vec3(-1, 0, 0);
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} else {
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float a = 1./(1.+n.z);
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float b = -n.x*n.y*a;
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f = vec3(1. - n.x*n.x*a, b, -n.x) ;
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r = vec3(b, 1. - n.y*n.y*a , -n.y);
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}
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}
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mat3 CoordBase(vec3 n){
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vec3 x,y;
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frisvad(n,x,y);
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return mat3(x,y,n);
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}
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vec2 R2_Sample(int n){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha * n);
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}
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float fma(float a,float b,float c){
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return a * b + c;
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}
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vec3 SampleVNDFGGX(
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vec3 viewerDirection, // Direction pointing towards the viewer, oriented such that +Z corresponds to the surface normal
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float alpha, // Roughness parameter along X and Y of the distribution
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vec2 xy // Pair of uniformly distributed numbers in [0, 1)
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) {
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// Transform viewer direction to the hemisphere configuration
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viewerDirection = normalize(vec3( alpha * 0.5 * viewerDirection.xy, viewerDirection.z));
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// Sample a reflection direction off the hemisphere
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const float tau = 6.2831853; // 2 * pi
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float phi = tau * xy.x;
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float cosTheta = fma(1.0 - xy.y, 1.0 + viewerDirection.z, -viewerDirection.z);
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float sinTheta = sqrt(clamp(1.0 - cosTheta * cosTheta, 0.0, 1.0));
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sinTheta = clamp(sinTheta,0.0,1.0);
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cosTheta = clamp(cosTheta,sinTheta*0.5,1.0);
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vec3 reflected = vec3(vec2(cos(phi), sin(phi)) * sinTheta, cosTheta);
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// Evaluate halfway direction
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// This gives the normal on the hemisphere
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vec3 halfway = reflected + viewerDirection;
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// Transform the halfway direction back to hemiellispoid configuation
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// This gives the final sampled normal
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return normalize(vec3(alpha * halfway.xy, halfway.z));
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}
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vec3 GGX(vec3 n, vec3 v, vec3 l, float r, vec3 f0, vec3 metalAlbedoTint) {
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r = max(pow(r,2.5), 0.0001);
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vec3 h = normalize(l + v);
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float hn = inversesqrt(dot(h, h));
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float dotLH = clamp(dot(h,l)*hn,0.,1.);
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float dotNH = clamp(dot(h,n)*hn,0.,1.) ;
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float dotNL = clamp(dot(n,l),0.,1.);
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float dotNHsq = dotNH*dotNH;
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float denom = dotNHsq * r - dotNHsq + 1.;
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float D = r / (3.141592653589793 * denom * denom);
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vec3 F = (f0 + (1. - f0) * exp2((-5.55473*dotLH-6.98316)*dotLH)) * metalAlbedoTint;
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float k2 = .25 * r;
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return dotNL * D * F / (dotLH*dotLH*(1.0-k2)+k2);
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}
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float shlickFresnelRoughness(float XdotN, float roughness){
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float shlickFresnel = clamp(1.0 + XdotN,0.0,1.0);
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float curves = exp(-4.0*pow(1-(roughness),2.5));
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float brightness = exp(-3.0*pow(1-sqrt(roughness),3.50));
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shlickFresnel = pow(1.0-pow(1.0-shlickFresnel, mix(1.0, 1.9, curves)),mix(5.0, 2.6, curves));
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shlickFresnel = mix(0.0, mix(1.0,0.065, brightness) , clamp(shlickFresnel,0.0,1.0));
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return shlickFresnel;
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}
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vec3 rayTraceSpeculars(vec3 dir, vec3 position, float dither, float quality, bool hand, inout float reflectionLength, float fresnel){
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float biasAmount = 0.00005;//mix(0.00035, 0.00005, pow(fresnel,0.01));
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vec3 clipPosition = toClipSpace3(position);
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float rayLength = ((position.z + dir.z * far*sqrt(3.)) > -near) ?
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(-near -position.z) / dir.z : far*sqrt(3.);
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vec3 direction = normalize(toClipSpace3(position+dir*rayLength)-clipPosition); //convert to clip space
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direction.xy = normalize(direction.xy);
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//get at which length the ray intersects with the edge of the screen
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vec3 maxLengths = (step(0.0,direction)-clipPosition) / direction;
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float mult = min(min(maxLengths.x,maxLengths.y),maxLengths.z);
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vec3 stepv = direction * mult / quality*vec3(RENDER_SCALE,1.0);
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vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) + stepv*(dither-0.5);
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#ifdef DEFERRED_SPECULAR
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spos.xy += TAA_Offset*texelSize*0.5/RENDER_SCALE;
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#endif
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float minZ = spos.z;
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float maxZ = spos.z;
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for (int i = 0; i <= int(quality); i++) {
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float sp = invLinZ(sqrt(texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4.0),0).a/65000.0));
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// if(hand) convertHandDepth(sp);
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float currZ = linZ(spos.z);
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float nextZ = linZ(sp);
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// if(abs(nextZ-currZ) < mix(0.005,0.5,currZ*currZ) && sp < max(minZ,maxZ) && sp > min(minZ,maxZ)) return vec3(spos.xy/RENDER_SCALE,sp);
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if(sp < max(minZ,maxZ) && sp > min(minZ,maxZ)) return vec3(spos.xy/RENDER_SCALE,sp);
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minZ = maxZ-biasAmount / currZ;
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maxZ += stepv.z;
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spos += stepv;
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reflectionLength += 1.0 / quality;
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}
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return vec3(1.1);
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}
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vec4 screenSpaceReflections(
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vec3 reflectedVector,
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vec3 viewPos,
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float noise,
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bool isHand,
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float roughness,
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float fresnel
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){
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vec4 reflection = vec4(0.0);
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float reflectionLength = 0.0;
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float quality = 30.0f;//mix(10.0f, 30.0f, fresnel);
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vec3 raytracePos = rayTraceSpeculars(reflectedVector, viewPos, noise, quality, isHand, reflectionLength, fresnel);
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if (raytracePos.z >= 1.0) return reflection;
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// use higher LOD as the reflection goes on, to blur it. this helps denoise a little.
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float value = 0.1;
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reflectionLength = min(max(reflectionLength - value, 0.0)/(1.0-value), 1.0);
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float LOD = mix(0.0, 6.0*(1.0-exp(-15.0*sqrt(roughness))), 1.0-pow(1.0-reflectionLength,5.0));
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// float LOD = mix(0.0, 6.0*pow(roughness,0.1), 1.0-pow(1.0-reflectionLength,5.0));
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// float LOD = clamp(pow(reflectionLength, pow(1.0-sqrt(roughness),5.0) * 3.0) * 6.0, 0.0, 6.0*pow(roughness,0.1));
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vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(raytracePos) + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition);
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previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz;
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previousPosition.xy = projMAD(gbufferPreviousProjection, previousPosition).xy / -previousPosition.z * 0.5 + 0.5;
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// fix UV pos dragging behind due to hand not having a good previous frame position.
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previousPosition.xy = isHand ? raytracePos.xy : previousPosition.xy;
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if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.x < 1.0) {
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reflection.a = 1.0;
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#ifdef FORWARD_RENDERED_SPECULAR
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// vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
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// vec2 resScale = vec2(1920.,1080.)/clampedRes;
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// vec2 bloomTileUV = (((previousPosition.xy/texelSize)*2.0 + 0.5)*texelSize/2.0) / clampedRes*vec2(1920.,1080.);
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// reflection.rgb = texture2D(colortex6, bloomTileUV / 4.0).rgb;
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reflection.rgb = texture2D(colortex5, previousPosition.xy).rgb;
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#else
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reflection.rgb = texture2DLod(colortex5, previousPosition.xy, LOD).rgb;
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#endif
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}
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// reflection.rgb = vec3(LOD/6);
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// vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
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// vec2 resScale = vec2(1920.,1080.)/clampedRes;
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// vec2 bloomTileUV = (((previousPosition.xy/texelSize)*2.0 + 0.5)*texelSize/2.0) / clampedRes*vec2(1920.,1080.);
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// vec2 bloomTileoffsetUV[6] = vec2[](
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// bloomTileUV / 4.,
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// bloomTileUV / 8. + vec2(0.25*resScale.x+2.5*texelSize.x, .0),
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// bloomTileUV / 16. + vec2(0.375*resScale.x+4.5*texelSize.x, .0),
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// bloomTileUV / 32. + vec2(0.4375*resScale.x+6.5*texelSize.x, .0),
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// bloomTileUV / 64. + vec2(0.46875*resScale.x+8.5*texelSize.x, .0),
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// bloomTileUV / 128. + vec2(0.484375*resScale.x+10.5*texelSize.x, .0)
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// );
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// // reflectLength = pow(1-pow(1-reflectLength,2),5) * 6;
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// reflectLength = (exp(-4*(1-reflectLength))) * 6;
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// Reflections.rgb = texture2D(colortex6, bloomTileoffsetUV[0]).rgb;
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return reflection;
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}
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float getReflectionVisibility(float f0, float roughness){
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// the goal is to determine if the reflection is even visible.
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// if it reaches a point in smoothness or reflectance where it is not visible, allow it to interpolate to diffuse lighting.
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float thresholdValue = Roughness_Threshold;
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if(thresholdValue < 0.01) return 0.0;
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// the visibility gradient should only happen for dialectric materials. because metal is always shiny i guess or something
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float dialectrics = max(f0*255.0 - 26.0,0.0)/229.0;
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float value = 0.35; // so to a value you think is good enough.
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float thresholdA = min(max( (1.0-dialectrics) - value, 0.0)/value, 1.0);
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// use perceptual smoothness instead of linear roughness. it just works better i guess
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float smoothness = 1.0-sqrt(roughness);
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value = thresholdValue; // this one is typically want you want to scale.
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float thresholdB = min(max(smoothness - value, 0.0)/value, 1.0);
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// preserve super smooth reflections. if thresholdB's value is really high, then fully smooth, low f0 materials would be removed (like water).
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value = 0.1; // super low so only the smoothest of materials are includes.
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float thresholdC = 1.0-min(max(value - (1.0-smoothness), 0.0)/value, 1.0);
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float visibilityGradient = max(thresholdA*thresholdC - thresholdB,0.0);
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// a curve to make the gradient look smooth/nonlinear. just preference
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visibilityGradient = 1.0-visibilityGradient;
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visibilityGradient *=visibilityGradient;
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visibilityGradient = 1.0-visibilityGradient;
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visibilityGradient *=visibilityGradient;
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return visibilityGradient;
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}
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// derived from N and K from labPBR wiki https://shaderlabs.org/wiki/LabPBR_Material_Standard
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// using ((1.0 - N)^2 + K^2) / ((1.0 + N)^2 + K^2)
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vec3 HCM_F0 [8] = vec3[](
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vec3(0.531228825312, 0.51235724246, 0.495828545714),// iron
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vec3(0.944229966045, 0.77610211732, 0.373402004593),// gold
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vec3(0.912298031535, 0.91385063144, 0.919680580954),// Aluminum
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vec3(0.55559681715, 0.55453707574, 0.554779427513),// Chrome
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vec3(0.925952196272, 0.72090163805, 0.504154241735),// Copper
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vec3(0.632483812932, 0.62593707362, 0.641478899539),// Lead
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vec3(0.678849234658, 0.64240055565, 0.588409633571),// Platinum
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vec3(0.961999998804, 0.94946811207, 0.922115710997) // Silver
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);
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vec3 specularReflections(
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in vec3 viewPos, // toScreenspace(vec3(screenUV, depth)
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in vec3 playerPos, // normalized
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in vec3 lightPos, // should be in world space
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in vec3 noise, // x = bluenoise y = interleaved gradient noise
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in vec3 normal, // normals in world space
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in float roughness, // red channel of specular texture _S
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in float f0, // green channel of specular texture _S
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in vec3 albedo,
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in vec3 diffuseLighting,
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in vec3 lightColor, // should contain the light's color and shadows.
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in float lightmap, // in anything other than world0, this should be 1.0;
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in bool isHand // mask for the hand
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#ifdef FORWARD_SPECULAR
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, inout float reflectanceForAlpha
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#else
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, bool isWater
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#endif
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){
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#ifdef FORWARD_RENDERED_SPECULAR
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lightmap = pow(min(max(lightmap-0.6,0.0)*2.5,1.0),2.0);
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#else
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lightmap = clamp((lightmap-0.8)*7.0, 0.0,1.0);
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#endif
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roughness = 1.0 - roughness;
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roughness *= roughness;
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f0 = f0 == 0.0 ? 0.02 : f0;
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// if(isHand){
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// f0 = 0.9;
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// roughness = 0.0;
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// }
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bool isMetal = f0 > 229.5/255.0;
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// get reflected vector
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mat3 basis = CoordBase(normal);
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vec3 viewDir = -playerPos*basis;
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#if defined FORWARD_ROUGH_REFLECTION || defined DEFERRED_ROUGH_REFLECTION
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vec3 samplePoints = SampleVNDFGGX(viewDir, roughness, noise.xy);
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vec3 reflectedVector_L = basis * reflect(-normalize(viewDir), samplePoints);
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// get reflectance and f0/HCM values
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// float shlickFresnel = pow(clamp(1.0 + dot(-reflectedVector, samplePoints),0.0,1.0),5.0);
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if(isHand) reflectedVector_L = reflect(playerPos, normal);
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#else
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vec3 reflectedVector_L = reflect(playerPos, normal);
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#endif
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float shlickFresnel = shlickFresnelRoughness(dot(-normalize(viewDir), vec3(0.0,0.0,1.0)), roughness);
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#if defined FORWARD_SPECULAR && defined SNELLS_WINDOW
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if(isEyeInWater == 1) shlickFresnel = mix(shlickFresnel, 1.0, min(max(0.98 - (1.0-shlickFresnel),0.0)/(1-0.98),1.0));
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#endif
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// F0 < 230 dialectrics
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// F0 >= 230 hardcoded metal f0
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// F0 == 255 use albedo for f0
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albedo = f0 == 1.0 ? sqrt(albedo) : albedo;
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vec3 metalAlbedoTint = isMetal ? albedo : vec3(1.0);
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// get F0 values for hardcoded metals.
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vec3 hardCodedMetalsF0 = f0 == 1.0 ? albedo : HCM_F0[int(clamp(f0*255.0 - 229.5,0.0,7.0))];
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vec3 reflectance = isMetal ? hardCodedMetalsF0 : vec3(f0);
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vec3 F0 = (reflectance + (1.0-reflectance) * shlickFresnel) * metalAlbedoTint;
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#if defined FORWARD_SPECULAR
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reflectanceForAlpha = clamp(dot(F0, vec3(0.3333333)), 0.0,1.0);
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#endif
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vec3 specularReflections = diffuseLighting;
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float reflectionVisibilty = getReflectionVisibility(f0, roughness);
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#if defined DEFERRED_BACKGROUND_REFLECTION || defined FORWARD_BACKGROUND_REFLECTION || defined DEFERRED_ENVIORNMENT_REFLECTION || defined FORWARD_ENVIORNMENT_REFLECTION
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if(reflectionVisibilty < 1.0){
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#if defined DEFERRED_BACKGROUND_REFLECTION || defined FORWARD_BACKGROUND_REFLECTION
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#if !defined OVERWORLD_SHADER && !defined FORWARD_SPECULAR
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vec3 backgroundReflection = volumetricsFromTex(reflectedVector_L, colortex4, roughness).rgb / 1200.0;
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#else
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vec3 backgroundReflection = skyCloudsFromTex(reflectedVector_L, colortex4).rgb / 1200.0;
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if(isEyeInWater == 1) backgroundReflection *= exp(-vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B) * 15.0)*2;
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#endif
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#endif
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#if defined DEFERRED_ENVIORNMENT_REFLECTION || defined FORWARD_ENVIORNMENT_REFLECTION
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vec4 enviornmentReflection = screenSpaceReflections(mat3(gbufferModelView) * reflectedVector_L, viewPos, noise.y, isHand, roughness, shlickFresnel);
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// darkening for metals.
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vec3 DarkenedDiffuseLighting = isMetal ? diffuseLighting * (1.0-enviornmentReflection.a) * (1.0-lightmap) : diffuseLighting;
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#else
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// darkening for metals.
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vec3 DarkenedDiffuseLighting = isMetal ? diffuseLighting * (1.0-lightmap) : diffuseLighting;
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#endif
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// composite all the different reflections together
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#if defined DEFERRED_BACKGROUND_REFLECTION || defined FORWARD_BACKGROUND_REFLECTION
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specularReflections = mix(DarkenedDiffuseLighting, backgroundReflection, lightmap);
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#endif
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#if defined DEFERRED_ENVIORNMENT_REFLECTION || defined FORWARD_ENVIORNMENT_REFLECTION
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specularReflections = mix(specularReflections, enviornmentReflection.rgb, enviornmentReflection.a);
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#endif
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specularReflections = mix(DarkenedDiffuseLighting, specularReflections, F0);
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// lerp back to diffuse lighting if the reflection has not been deemed visible enough
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specularReflections = mix(specularReflections, diffuseLighting, reflectionVisibilty);
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}
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#endif
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#if defined OVERWORLD_SHADER
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vec3 lightSourceReflection = Sun_specular_Strength * lightColor * GGX(normal, -playerPos, lightPos, roughness, reflectance, metalAlbedoTint);
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specularReflections += lightSourceReflection;
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#endif
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return specularReflections;
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} |