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

144 lines
4.4 KiB
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================================
PathTracingDefaultLit.usf: Path tracing BRDF model for default lit material
===============================================================================================*/
#pragma once
#include "PathTracingMaterialCommon.ush"
#include "PathTracingFresnel.ush"
#include "PathTracingEnergyConservation.ush"
struct FDefaultLitData
{
float3x3 Basis;
float2 Alpha;
float3 V;
FBxDFEnergyTermsRGB Spec;
float3 DiffuseWeight;
float LobeProb;
};
FDefaultLitData CreateDefaultLitData(FPathTracingPayload Payload, float3 V_World)
{
FDefaultLitData Data = (FDefaultLitData)0;
Data.Basis = GetGGXBasis(Payload.Roughness, Payload.Anisotropy, Payload.WorldNormal, Payload.WorldTangent, Data.Alpha);
Data.V = mul(Data.Basis, V_World);
const float NoV = saturate(Data.V.z);
Data.Spec = ComputeGGXSpecEnergyTermsRGB(Payload.Roughness, NoV, Payload.SpecularColor);
Data.DiffuseWeight = Payload.DiffuseColor * (1 - Data.Spec.E);
// Probability of picking diffuse lobe vs. specular lobe
Data.LobeProb = LobeSelectionProb(Data.DiffuseWeight, Data.Spec.E);
return Data;
}
FMaterialEval DefaultLit_EvalMaterial(
float3 V_World,
float3 L_World,
FPathTracingPayload Payload,
float2 DiffuseSpecularScale
)
{
const FDefaultLitData Data = CreateDefaultLitData(Payload, V_World);
// move vectors into right shading frame
const float3 V = Data.V;
const float3 L = mul(Data.Basis, L_World);
const float3 H = normalize(V + L);
const float NoV = saturate(V.z);
const float NoL = saturate(L.z);
const float VoH = saturate(dot(V, H));
const float NoH = saturate(H.z);
FMaterialEval Result = NullMaterialEval();
// Diffuse Lobe
const float3 Diffuse = GetPathTracingDiffuseModel(Data.DiffuseWeight, Payload.Roughness, NoV, NoL, VoH, NoH);
Result.AddLobeWithMIS(DiffuseSpecularScale.x * Diffuse * ShadowTerminatorTerm(L_World, Payload.WorldNormal, Payload.WorldSmoothNormal), NoL / PI, Data.LobeProb);
// Specular lobe
const float2 GGXResult = GGXEvalReflection(L, V, H, Data.Alpha);
const float3 F = F_Schlick(Payload.SpecularColor, VoH);
const float3 SpecWeight = F * GGXResult.x * Data.Spec.W;
const float SpecPdf = GGXResult.y;
Result.AddLobeWithMIS(DiffuseSpecularScale.y * SpecWeight, SpecPdf, 1.0 - Data.LobeProb);
Result.Weight *= Payload.BSDFOpacity;
return Result;
}
FMaterialSample DefaultLit_SampleMaterial(
float3 V_World,
FPathTracingPayload Payload,
float3 RandSample
)
{
const FDefaultLitData Data = CreateDefaultLitData(Payload, V_World);
const float3 V = Data.V;
float3 L = 0, H = 0;
// Randomly choose to sample diffuse or specular
const bool bSampledDiffuse = RandSample.x < Data.LobeProb;
if (bSampledDiffuse)
{
RandSample.x = RescaleRandomNumber(RandSample.x, 0.0, Data.LobeProb);
// Lambert
// TODO: evaluate CosineSampleHemisphereConcentric
L = CosineSampleHemisphere(RandSample.xy).xyz;
H = normalize(L + V);
}
else
{
RandSample.x = RescaleRandomNumber(RandSample.x, Data.LobeProb, 1.0);
H = ImportanceSampleVisibleGGX(RandSample.xy, Data.Alpha, Data.V).xyz;
L = reflect(-V, H);
if (L.z <= 0)
{
// invalid output direction, exit early
return NullMaterialSample();
}
}
// transform to world space
const float3 L_World = normalize(mul(L, Data.Basis));
const float NoV = saturate(V.z);
const float NoL = saturate(L.z);
const float VoH = saturate(dot(V, H));
const float NoH = saturate(H.z);
const float2 GGXResult = GGXEvalReflection(L, V, H, Data.Alpha);
const float SpecPdf = GGXResult.y;
const float DiffPdf = NoL / PI;
FMaterialSample Result = CreateMaterialSample(L_World, 0.0, 0.0, 1.0, 1.0, PATHTRACER_SCATTER_DIFFUSE);
if (bSampledDiffuse)
{
const float3 Diffuse = GetPathTracingDiffuseModel(Data.DiffuseWeight, Payload.Roughness, NoV, NoL, VoH, NoH);
Result.AddLobeWithMIS(Diffuse * ShadowTerminatorTerm(L_World, Payload.WorldNormal, Payload.WorldSmoothNormal), DiffPdf, Data.LobeProb);
Result.Pdf += (1.0 - Data.LobeProb) * SpecPdf;
}
else
{
const float3 F = F_Schlick(Payload.SpecularColor, VoH);
const float3 SpecWeight = F * GGXResult.x * Data.Spec.W;
Result.AddLobeWithMIS(SpecWeight, SpecPdf, 1.0 - Data.LobeProb);
Result.Pdf += Data.LobeProb * DiffPdf;
Result.Roughness = Payload.Roughness;
Result.ScatterType = PATHTRACER_SCATTER_SPECULAR;
}
Result.Weight *= Payload.BSDFOpacity;
return Result;
}