vec3 lambertianDiffuse(vec3 diffuseColor) { return diffuseColor / czm_pi; } vec3 fresnelSchlick2(vec3 f0, vec3 f90, float VdotH) { float versine = 1.0 - VdotH; // pow(versine, 5.0) is slow. See https://stackoverflow.com/a/68793086/10082269 float versineSquared = versine * versine; return f0 + (f90 - f0) * versineSquared * versineSquared * versine; } #ifdef USE_ANISOTROPY /** * @param {float} bitangentRoughness Material roughness (along the anisotropy bitangent) * @param {float} tangentialRoughness Anisotropic roughness (along the anisotropy tangent) * @param {vec3} lightDirection The direction from the fragment to the light source, transformed to tangent-bitangent-normal coordinates * @param {vec3} viewDirection The direction from the fragment to the camera, transformed to tangent-bitangent-normal coordinates */ float smithVisibilityGGX_anisotropic(float bitangentRoughness, float tangentialRoughness, vec3 lightDirection, vec3 viewDirection) { vec3 roughnessScale = vec3(tangentialRoughness, bitangentRoughness, 1.0); float GGXV = lightDirection.z * length(roughnessScale * viewDirection); float GGXL = viewDirection.z * length(roughnessScale * lightDirection); float v = 0.5 / (GGXV + GGXL); return clamp(v, 0.0, 1.0); } /** * @param {float} bitangentRoughness Material roughness (along the anisotropy bitangent) * @param {float} tangentialRoughness Anisotropic roughness (along the anisotropy tangent) * @param {vec3} halfwayDirection The unit vector halfway between light and view directions, transformed to tangent-bitangent-normal coordinates */ float GGX_anisotropic(float bitangentRoughness, float tangentialRoughness, vec3 halfwayDirection) { float roughnessSquared = bitangentRoughness * tangentialRoughness; vec3 f = halfwayDirection * vec3(bitangentRoughness, tangentialRoughness, roughnessSquared); float w2 = roughnessSquared / dot(f, f); return roughnessSquared * w2 * w2 / czm_pi; } #endif /** * Estimate the geometric self-shadowing of the microfacets in a surface, * using the Smith Joint GGX visibility function. * Note: Vis = G / (4 * NdotL * NdotV) * see Eric Heitz. 2014. Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs. Journal of Computer Graphics Techniques, 3 * see Real-Time Rendering. Page 331 to 336. * see https://google.github.io/filament/Filament.md.html#materialsystem/specularbrdf/geometricshadowing(specularg) * * @param {float} alphaRoughness The roughness of the material, expressed as the square of perceptual roughness. * @param {float} NdotL The cosine of the angle between the surface normal and the direction to the light source. * @param {float} NdotV The cosine of the angle between the surface normal and the direction to the camera. */ float smithVisibilityGGX(float alphaRoughness, float NdotL, float NdotV) { float alphaRoughnessSq = alphaRoughness * alphaRoughness; float GGXV = NdotL * sqrt(NdotV * NdotV * (1.0 - alphaRoughnessSq) + alphaRoughnessSq); float GGXL = NdotV * sqrt(NdotL * NdotL * (1.0 - alphaRoughnessSq) + alphaRoughnessSq); float GGX = GGXV + GGXL; if (GGX > 0.0) { return 0.5 / GGX; } return 0.0; } /** * Estimate the fraction of the microfacets in a surface that are aligned with * the halfway vector, which is aligned halfway between the directions from * the fragment to the camera and from the fragment to the light source. * * @param {float} alphaRoughness The roughness of the material, expressed as the square of perceptual roughness. * @param {float} NdotH The cosine of the angle between the surface normal and the halfway vector. * @return {float} The fraction of microfacets aligned to the halfway vector. */ float GGX(float alphaRoughness, float NdotH) { float alphaRoughnessSquared = alphaRoughness * alphaRoughness; float f = (NdotH * alphaRoughnessSquared - NdotH) * NdotH + 1.0; return alphaRoughnessSquared / (czm_pi * f * f); } /** * Compute the strength of the specular reflection due to direct lighting. * * @param {vec3} normal The surface normal. * @param {vec3} lightDirection The unit vector pointing from the fragment to the light source. * @param {vec3} viewDirection The unit vector pointing from the fragment to the camera. * @param {vec3} halfwayDirection The unit vector pointing from the fragment to halfway between the light source and the camera. * @param {float} alphaRoughness The roughness of the material, expressed as the square of perceptual roughness. * @return {float} The strength of the specular reflection. */ float computeDirectSpecularStrength(vec3 normal, vec3 lightDirection, vec3 viewDirection, vec3 halfwayDirection, float alphaRoughness) { float NdotL = clamp(dot(normal, lightDirection), 0.0, 1.0); float NdotV = clamp(dot(normal, viewDirection), 0.0, 1.0); float G = smithVisibilityGGX(alphaRoughness, NdotL, NdotV); float NdotH = clamp(dot(normal, halfwayDirection), 0.0, 1.0); float D = GGX(alphaRoughness, NdotH); return G * D; } /** * Compute the diffuse and specular contributions using physically based * rendering. This function only handles direct lighting. *
* This function only handles the lighting calculations. Metallic/roughness * and specular/glossy must be handled separately. See {@MaterialStageFS} *
* * @name czm_pbrLighting * @glslFunction * * @param {vec3} viewDirectionEC Unit vector pointing from the fragment to the eye position * @param {vec3} normalEC The surface normal in eye coordinates * @param {vec3} lightDirectionEC Unit vector pointing to the light source in eye coordinates. * @param {czm_modelMaterial} The material properties. * @return {vec3} The computed HDR color */ vec3 czm_pbrLighting(vec3 viewDirectionEC, vec3 normalEC, vec3 lightDirectionEC, czm_modelMaterial material) { vec3 halfwayDirectionEC = normalize(viewDirectionEC + lightDirectionEC); float VdotH = clamp(dot(viewDirectionEC, halfwayDirectionEC), 0.0, 1.0); float NdotL = clamp(dot(normalEC, lightDirectionEC), 0.001, 1.0); vec3 f0 = material.specular; float reflectance = czm_maximumComponent(f0); // Typical dielectrics will have reflectance 0.04, so f90 will be 1.0. // In this case, at grazing angle, all incident energy is reflected. vec3 f90 = vec3(clamp(reflectance * 25.0, 0.0, 1.0)); vec3 F = fresnelSchlick2(f0, f90, VdotH); #if defined(USE_SPECULAR) F *= material.specularWeight; #endif float alphaRoughness = material.roughness * material.roughness; #ifdef USE_ANISOTROPY mat3 tbn = mat3(material.anisotropicT, material.anisotropicB, normalEC); vec3 lightDirection = lightDirectionEC * tbn; vec3 viewDirection = viewDirectionEC * tbn; vec3 halfwayDirection = halfwayDirectionEC * tbn; float anisotropyStrength = material.anisotropyStrength; float tangentialRoughness = mix(alphaRoughness, 1.0, anisotropyStrength * anisotropyStrength); float bitangentRoughness = clamp(alphaRoughness, 0.001, 1.0); float G = smithVisibilityGGX_anisotropic(bitangentRoughness, tangentialRoughness, lightDirection, viewDirection); float D = GGX_anisotropic(bitangentRoughness, tangentialRoughness, halfwayDirection); vec3 specularContribution = F * G * D; #else float specularStrength = computeDirectSpecularStrength(normalEC, lightDirectionEC, viewDirectionEC, halfwayDirectionEC, alphaRoughness); vec3 specularContribution = F * specularStrength; #endif vec3 diffuseColor = material.diffuse; // F here represents the specular contribution vec3 diffuseContribution = (1.0 - F) * lambertianDiffuse(diffuseColor); // Lo = (diffuse + specular) * Li * NdotL return (diffuseContribution + specularContribution) * NdotL; }