Files
UnrealEngine/Engine/Shaders/Private/HairBsdf.ush
2025-05-18 13:04:45 +08:00

407 lines
12 KiB
HLSL

// 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;
}