// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "HairShadingCommon.ush" /////////////////////////////////////////////////////////////////////////////////////////////////// // Utility functions float Hair_g(float B, float Theta, bool bClampBSDFValue) { // Clamp B for the denominator term, as otherwise the Gaussian normalization returns too high value. // This clamps allow to prevent large value for low roughness, while keeping the highlight shape/sharpness // similar. const float DenominatorB = bClampBSDFValue ? max(B, 0.01f) : B; return exp(-0.5 * Pow2(Theta) / (B * B)) / (sqrt(2 * PI) * DenominatorB); } float Hair_F(float CosTheta) { const float n = 1.55; const float F0 = Pow2((1 - n) / (1 + n)); return F0 + (1 - F0) * Pow5(1 - CosTheta); } float3 KajiyaKayDiffuseAttenuation(FGBufferData GBuffer, float3 L, float3 V, half3 N, float Shadow) { // Use soft Kajiya Kay diffuse attenuation float KajiyaDiffuse = 1 - abs(dot(N, L)); float3 FakeNormal = normalize(V - N * dot(V, N)); //N = normalize( DiffuseN + FakeNormal * 2 ); N = FakeNormal; // Hack approximation for multiple scattering. float MinValue = 0.0001f; float Wrap = 1; float NoL = saturate((dot(N, L) + Wrap) / Square(1 + Wrap)); float DiffuseScatter = (1 / PI) * lerp(NoL, KajiyaDiffuse, 0.33) * GBuffer.Metallic; float Luma = Luminance(GBuffer.BaseColor); float3 BaseOverLuma = abs(GBuffer.BaseColor / max(Luma, MinValue)); float3 ScatterTint = Shadow < 1 ? pow(BaseOverLuma, 1 - Shadow) : 1; return sqrt(abs(GBuffer.BaseColor)) * DiffuseScatter * ScatterTint; } float3 EvaluateHairMultipleScattering( const FHairTransmittanceData TransmittanceData, const float Roughness, const float3 Fs) { return TransmittanceData.GlobalScattering * (Fs + TransmittanceData.LocalScattering) * TransmittanceData.OpaqueVisibility; } /////////////////////////////////////////////////////////////////////////////////////////////////// // Hair BSDF Reference code #define HAIR_REFERENCE 0 #if HAIR_REFERENCE struct FHairTemp { float SinThetaL; float SinThetaV; float CosThetaD; float CosThetaT; float CosPhi; float CosHalfPhi; float VoL; float n_prime; }; // Modified Bessel function float I0(float x) { x = abs(x); float a; if (x < 3.75) { float t = x / 3.75; float t2 = t * t; a = +0.0045813; a = a * t2 + 0.0360768; a = a * t2 + 0.2659732; a = a * t2 + 1.2067492; a = a * t2 + 3.0899424; a = a * t2 + 3.5156229; a = a * t2 + 1.0; } else { float t = 3.75 / x; a = +0.00392377; a = a * t - 0.01647633; a = a * t + 0.02635537; a = a * t - 0.02057706; a = a * t + 0.00916281; a = a * t - 0.00157565; a = a * t + 0.00225319; a = a * t + 0.01328592; a = a * t + 0.39894228; a *= exp(x) * rsqrt(x); } return a; } float LongitudinalScattering(float B, float SinThetaL, float SinThetaV) { float v = B * B; float CosThetaL2 = 1 - SinThetaL * SinThetaL; float CosThetaV2 = 1 - SinThetaV * SinThetaV; float Mp = 0; if (v < 0.1) { float a = sqrt(CosThetaL2 * CosThetaV2) / v; float b = -SinThetaL * SinThetaV / v; float logI0a = a > 12 ? a + 0.5 * (-log(2 * PI) + log(1 / a) + 0.125 / a) : log(I0(a)); Mp = exp(logI0a + b - rcp(v) + 0.6931 + log(0.5 / v)); } else { Mp = rcp(exp(2 / v) * v - v) * exp((1 - SinThetaL * SinThetaV) / v) * I0(sqrt(CosThetaL2 * CosThetaV2) / v); } return Mp; } float GaussianDetector(float Bp, float Phi) { float Dp = 0; for (int k = -4; k <= 4; k++) { // TODO use symmetry and detect for both Phi and -Phi Dp += Hair_g(Bp, Phi - (2 * PI) * k, false); } return Dp; } float3 Attenuation(uint p, float h, float3 Color, FHairTemp HairTemp) { float3 A; if (p == 0) { //A = F( cos( 0.5 * acos( HairTemp.VoL ) ) ); A = Hair_F(sqrt(0.5 + 0.5 * HairTemp.VoL)); } else { // ua is absorption // ua = pe*Sigma_ae + pp*Sigma_ap float3 Sigma_ae = { 0.419, 0.697, 1.37 }; float3 Sigma_ap = { 0.187, 0.4, 1.05 }; //float3 ua = 0.25 * Sigma_ae + 0.25 * Sigma_ap; float3 ua = -0.25 * log(Color); float3 ua_prime = ua / HairTemp.CosThetaT; //float3 ua_prime = ua / sqrt( 1 - Pow2( HairTemp.CosThetaD ) / 2.4 ); float yi = asin(h); float yt = asin(h / HairTemp.n_prime); float f = Hair_F(HairTemp.CosThetaD * sqrt(1 - h * h)); // (14) //float3 T = exp( -2 * ua_prime * ( 1 + cos(2*yt) ) ); float3 T = exp(-2 * ua_prime * cos(yt)); if (p == 1) A = Pow2(1 - f) * T; // (13) else A = Pow2(1 - f) * f * T * T; // (13) } return A; } float Omega(uint p, float h, FHairTemp HairTemp) { float yi = asin(h); float yt = asin(h / HairTemp.n_prime); return 2 * p * yt - 2 * yi + p * PI; } float3 AzimuthalScattering(uint p, float Bp, float3 Color, FHairTemp HairTemp, uint2 Random) { float Phi = acos(HairTemp.CosPhi); // Np = 0.5 * Integral_-1^1( A(p,h) * Dp( Phi - Omega(p,h) ) * dh ) float Offset = float(Random.x & 0xffff) / (1 << 16); uint Num = 16; float3 Np = 0; for (uint i = 0; i < Num; i++) { float h = ((float)(i + Offset) / Num) * 2 - 1; Np += Attenuation(p, h, Color, HairTemp) * GaussianDetector(Bp, Phi - Omega(p, h, HairTemp)); } Np *= 2.0 / Num; return 0.5 * Np; } // [d'Eon et al. 2011, "An Energy-Conserving Hair Reflectance Model"] // [d'Eon et al. 2014, "A Fiber Scattering Model with Non-Separable Lobes"] float3 HairShadingRef(FGBufferData GBuffer, float3 L, float3 V, half3 N, uint2 Random, uint HairComponents) { // to prevent NaN with decals // OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect // OR-17578 HERO: HAMMER: E causes blinding light on heroes with hair float ClampedRoughness = clamp(GBuffer.Roughness, 1 / 255.0f, 1.0f); float n = 1.55; FHairTemp HairTemp; // N is the vector parallel to hair pointing toward root HairTemp.VoL = dot(V, L); HairTemp.SinThetaL = dot(N, L); HairTemp.SinThetaV = dot(N, V); // SinThetaT = 1/n * SinThetaL HairTemp.CosThetaT = sqrt(1 - Pow2((1 / n) * HairTemp.SinThetaL)); HairTemp.CosThetaD = cos(0.5 * abs(asin(HairTemp.SinThetaV) - asin(HairTemp.SinThetaL))); float3 Lp = L - HairTemp.SinThetaL * N; float3 Vp = V - HairTemp.SinThetaV * N; HairTemp.CosPhi = dot(Lp, Vp) * rsqrt(dot(Lp, Lp) * dot(Vp, Vp)); HairTemp.CosHalfPhi = sqrt(0.5 + 0.5 * HairTemp.CosPhi); HairTemp.n_prime = sqrt(n * n - 1 + Pow2(HairTemp.CosThetaD)) / HairTemp.CosThetaD; float Shift = 0.035; float Alpha[] = { -Shift * 2, Shift, Shift * 4, }; float B[] = { Pow2(ClampedRoughness), Pow2(ClampedRoughness) / 2, Pow2(ClampedRoughness) * 2, }; float3 S = 0; UNROLL for (uint p = 0; p < 3; p++) { if (p == 0 && (HairComponents & HAIR_COMPONENT_R) == 0) continue; if (p == 1 && (HairComponents & HAIR_COMPONENT_TT) == 0) continue; if (p == 2 && (HairComponents & HAIR_COMPONENT_TRT) == 0) continue; float SinThetaV = HairTemp.SinThetaV; float Bp = B[p]; if (p == 0) { Bp *= sqrt(2.0) * HairTemp.CosHalfPhi; float sa, ca; sincos(Alpha[p], sa, ca); SinThetaV -= 2 * sa * (HairTemp.CosHalfPhi * ca * sqrt(1 - SinThetaV * SinThetaV) + sa * SinThetaV); } else { SinThetaV = sin(asin(SinThetaV) - Alpha[p]); } float Mp = LongitudinalScattering(Bp, HairTemp.SinThetaL, SinThetaV); float3 Np = AzimuthalScattering(p, B[p], GBuffer.BaseColor, HairTemp, Random); float3 Sp = Mp * Np; S += Sp; } return S; } #endif /////////////////////////////////////////////////////////////////////////////////////////////////// // Hair BSDF // Approximation to HairShadingRef using concepts from the following papers: // [Marschner et al. 2003, "Light Scattering from Human Hair Fibers"] // [Pekelis et al. 2015, "A Data-Driven Light Scattering Model for Hair"] float3 HairShading( FGBufferData GBuffer, float3 L, float3 V, half3 N, float Shadow, FHairTransmittanceData HairTransmittance, float InBacklit, float Area, uint2 Random ) { // to prevent NaN with decals // OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect // OR-17578 HERO: HAMMER: E causes blinding light on heroes with hair float ClampedRoughness = clamp(GBuffer.Roughness, 1/255.0f, 1.0f); //const float3 DiffuseN = OctahedronToUnitVector( GBuffer.CustomData.xy * 2 - 1 ); const float Backlit = min(InBacklit, HairTransmittance.bUseBacklit ? GBuffer.CustomData.z : 1); #if HAIR_REFERENCE // todo: ClampedRoughness is missing for this code path float3 S = HairShadingRef( GBuffer, L, V, N, Random ); //float3 S = HairShadingMarschner( GBuffer, L, V, N ); #else // N is the vector parallel to hair pointing toward root const float VoL = dot(V,L); const float SinThetaL = clamp(dot(N,L), -1.f, 1.f); const float SinThetaV = clamp(dot(N,V), -1.f, 1.f); float CosThetaD = cos( 0.5 * abs( asinFast( SinThetaV ) - asinFast( SinThetaL ) ) ); //CosThetaD = abs( CosThetaD ) < 0.01 ? 0.01 : CosThetaD; const float3 Lp = L - SinThetaL * N; const float3 Vp = V - SinThetaV * N; const float CosPhi = dot(Lp,Vp) * rsqrt( dot(Lp,Lp) * dot(Vp,Vp) + 1e-4 ); const float CosHalfPhi = sqrt( saturate( 0.5 + 0.5 * CosPhi ) ); //const float Phi = acosFast( CosPhi ); float n = 1.55; //float n_prime = sqrt( n*n - 1 + Pow2( CosThetaD ) ) / CosThetaD; float n_prime = 1.19 / CosThetaD + 0.36 * CosThetaD; float Shift = 0.035; float Alpha[] = { -Shift * 2, Shift, Shift * 4, }; float B[] = { Area + Pow2(ClampedRoughness), Area + Pow2(ClampedRoughness) / 2, Area + Pow2(ClampedRoughness) * 2, }; float3 S = 0; if (HairTransmittance.ScatteringComponent & HAIR_COMPONENT_R) { const float sa = sin(Alpha[0]); const float ca = cos(Alpha[0]); float ShiftR = 2 * sa * (ca * CosHalfPhi * sqrt(1 - SinThetaV * SinThetaV) + sa * SinThetaV); float BScale = HairTransmittance.bUseSeparableR ? sqrt(2.0) * CosHalfPhi : 1; float Mp = Hair_g(B[0] * BScale, SinThetaL + SinThetaV - ShiftR, HairTransmittance.bClampBSDFValue); float Np = 0.25 * CosHalfPhi; float Fp = Hair_F(sqrt(saturate(0.5 + 0.5 * VoL))); S += Mp * Np * Fp * (GBuffer.Specular * 2) * lerp(1, Backlit, saturate(-VoL)); } // TT if (HairTransmittance.ScatteringComponent & HAIR_COMPONENT_TT) { float Mp = Hair_g( B[1], SinThetaL + SinThetaV - Alpha[1], HairTransmittance.bClampBSDFValue); float a = 1 / n_prime; //float h = CosHalfPhi * rsqrt( 1 + a*a - 2*a * sqrt( 0.5 - 0.5 * CosPhi ) ); //float h = CosHalfPhi * ( ( 1 - Pow2( CosHalfPhi ) ) * a + 1 ); float h = CosHalfPhi * ( 1 + a * ( 0.6 - 0.8 * CosPhi ) ); //float h = 0.4; //float yi = asinFast(h); //float yt = asinFast(h / n_prime); float f = Hair_F( CosThetaD * sqrt( saturate( 1 - h*h ) ) ); float Fp = Pow2(1 - f); //float3 Tp = pow( GBuffer.BaseColor, 0.5 * ( 1 + cos(2*yt) ) / CosThetaD ); //float3 Tp = pow( GBuffer.BaseColor, 0.5 * cos(yt) / CosThetaD ); float3 Tp = 0; if (HairTransmittance.bUseLegacyAbsorption) { Tp = pow(abs(GBuffer.BaseColor), 0.5 * sqrt(1 - Pow2(h * a)) / CosThetaD); } else { // Compute absorption color which would match user intent after multiple scattering const float3 AbsorptionColor = HairColorToAbsorption(GBuffer.BaseColor); Tp = exp(-AbsorptionColor * 2 * abs(1 - Pow2(h * a) / CosThetaD)); } //float t = asin( 1 / n_prime ); //float d = ( sqrt(2) - t ) / ( 1 - t ); //float s = -0.5 * PI * (1 - 1 / n_prime) * log( 2*d - 1 - 2 * sqrt( d * (d - 1) ) ); //float s = 0.35; //float Np = exp( (Phi - PI) / s ) / ( s * Pow2( 1 + exp( (Phi - PI) / s ) ) ); //float Np = 0.71 * exp( -1.65 * Pow2(Phi - PI) ); float Np = exp( -3.65 * CosPhi - 3.98 ); S += Mp * Np * Fp * Tp * Backlit; } // TRT if (HairTransmittance.ScatteringComponent & HAIR_COMPONENT_TRT) { float Mp = Hair_g( B[2], SinThetaL + SinThetaV - Alpha[2], HairTransmittance.bClampBSDFValue); //float h = 0.75; float f = Hair_F( CosThetaD * 0.5 ); float Fp = Pow2(1 - f) * f; //float3 Tp = pow( GBuffer.BaseColor, 1.6 / CosThetaD ); float3 Tp = pow(abs(GBuffer.BaseColor), 0.8 / CosThetaD ); //float s = 0.15; //float Np = 0.75 * exp( Phi / s ) / ( s * Pow2( 1 + exp( Phi / s ) ) ); float Np = exp( 17 * CosPhi - 16.78 ); S += Mp * Np * Fp * Tp; } #endif if (HairTransmittance.ScatteringComponent & HAIR_COMPONENT_MULTISCATTER) { S = EvaluateHairMultipleScattering(HairTransmittance, ClampedRoughness, S); S += KajiyaKayDiffuseAttenuation(GBuffer, L, V, N, Shadow); } S = -min(-S, 0.0); return S; }