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

290 lines
10 KiB
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#ifndef SUBSTRATE_ENABLED
#error "This header should only be included when Substrate is enabled."
#endif
#include "PathTracingSubstrateCommon.ush"
#include "PathTracingMaterialCommon.ush"
#include "PathTracingGlossy.ush"
#include "PathTracingFresnel.ush"
#include "../../BRDF.ush"
struct FSubstrateThinGlassSlabData
{
float3x3 Basis;
float3 V;
float2 RoughnessT;
float DiffuseWeight;
float F0, F90;
float Eta;
float3 TransmissionColor;
float2 AlphaR0, AlphaT0;
float2 AlphaR1, AlphaT1;
float SpecR0W, SpecR1W;
float SpecT0W, SpecT1W;
FSubstrateSheenData Fuzz;
float3 LobeCdf;
float4 LobePdf;
void PrepareBSDF(float3 V_World, FPathTracingPayload Payload)
{
float2 RoughnessR = Payload.RoughnessData.xy;
RoughnessT.x = ComputeThinTransmittedRoughness(RoughnessR.x, Payload.Ior);
RoughnessT.y = ComputeThinTransmittedRoughness(RoughnessR.y, Payload.Ior);
Basis = GetGGXBasis(RoughnessR.x, Payload.Anisotropy, Payload.WorldNormal, Payload.WorldTangent, AlphaR0);
AlphaR1 = GetGGXAlpha(RoughnessR.y, Payload.Anisotropy);
AlphaT0 = GetGGXAlpha(RoughnessT.x, Payload.Anisotropy);
AlphaT1 = GetGGXAlpha(RoughnessT.y, Payload.Anisotropy);
V = mul(Basis, V_World);
F0 = F0RGBToF0(Payload.SpecularColor);
F90 = F0ToMicroOcclusion(F0);
TransmissionColor = Payload.GetTransmittanceColor();
const float NoV = saturate(V.z);
FBxDFEnergyTermsA SpecR0 = ComputeGGXSpecEnergyTermsA(RoughnessR.x, NoV, F0, F90);
FBxDFEnergyTermsA SpecR1 = ComputeGGXSpecEnergyTermsA(RoughnessR.y, NoV, F0, F90);
FBxDFEnergyTermsA SpecT0 = ComputeGGXSpecEnergyTermsA(RoughnessT.x, NoV, 1.0 - F0, 1.0 - F90);
FBxDFEnergyTermsA SpecT1 = ComputeGGXSpecEnergyTermsA(RoughnessT.y, NoV, 1.0 - F0, 1.0 - F90);
float2 NudgeE = float2(
rcp(SpecR0.E + SpecT0.E),
rcp(SpecR1.E + SpecT1.E));
Fuzz.Prepare(V, Payload.FuzzRoughness, Payload.FuzzAmount);
const float3 GlassR = Fuzz.Attenuation * lerp(SpecR0.E * NudgeE.x, SpecR1.E * NudgeE.y, Payload.RoughnessData.z);
const float3 GlassT = Fuzz.Attenuation * lerp(SpecT0.E * NudgeE.x, SpecT1.E * NudgeE.y, Payload.RoughnessData.z);
const float3 FuzzAlbedo = Fuzz.Scale * Payload.FuzzColor;
DiffuseWeight = Fuzz.Attenuation * (1.0 - Luminance(GlassR));
SpecR0W = SpecR0.W * NudgeE.x;
SpecR1W = SpecR1.W * NudgeE.y;
SpecT0W = SpecT0.W * NudgeE.x;
SpecT1W = SpecT1.W * NudgeE.y;
// Now prepare a cdf/pdf for lobe selection
// NOTE: we put T first so that the reflected lobe (R and fuzz) are consecutive in the PDF
float3 MaxLobeWeight = Payload.GetMaxLobeWeight();
LobeCdf = LobeSelectionCdf(
MaxLobeWeight * DiffuseWeight * Payload.DiffuseColor,
MaxLobeWeight * FuzzAlbedo,
MaxLobeWeight * GlassR,
Payload.Ior > 0.0 ? MaxLobeWeight * GlassT : 0.0);
LobePdf = LobeSelectionPdf(LobeCdf);
}
};
FMaterialSample SubstrateThinGlass_SampleMaterial(
float3 V_World,
FPathTracingPayload Payload,
float3 RandSample
)
{
FSubstrateThinGlassSlabData Data = (FSubstrateThinGlassSlabData)0;
Data.PrepareBSDF(V_World, Payload);
float3 L = 0, H = 0, V = Data.V;
float OutRoughness = 1;
bool bSampleDiffuse = false, bSampleCloth = false, bSampleGlass = false, bIsReflection = RandSample.x < Data.LobeCdf.z;
if (RandSample.x < Data.LobeCdf.x)
{
bSampleDiffuse = true;
RandSample.x = RescaleRandomNumber(RandSample.x, 0.0, Data.LobeCdf.x);
// diffuse lobe
L = CosineSampleHemisphere(RandSample.xy).xyz;
H = normalize(L + V);
}
else if (RandSample.x < Data.LobeCdf.y)
{
bSampleCloth = true;
// cloth lobe
RandSample.x = RescaleRandomNumber(RandSample.x, Data.LobeCdf.x, Data.LobeCdf.y);
L = Data.Fuzz.Sample(RandSample.xy);
H = normalize(L + V);
}
else
{
bSampleGlass = true;
// Two-phase lobe selection:
// First use the overall CDF to pick between transmission and reflection ...
RandSample.x = RescaleRandomNumber(RandSample.x,
bIsReflection ? Data.LobeCdf.y : Data.LobeCdf.z,
bIsReflection ? Data.LobeCdf.z : 1.0);
// Then use the roughness blend to pick one of the two possible roughness values
const bool bUseRoughness1 = RandSample.x < Payload.RoughnessData.z;
RandSample.x = RescaleRandomNumber(RandSample.x,
bUseRoughness1 ? 0.0 : Payload.RoughnessData.z,
bUseRoughness1 ? Payload.RoughnessData.z : 1.0);
//
float2 Alpha = bIsReflection ? (bUseRoughness1 ? Data.AlphaR1 : Data.AlphaR0) : (bUseRoughness1 ? Data.AlphaT1 : Data.AlphaT0);
OutRoughness = bIsReflection ?
(bUseRoughness1 ? Payload.RoughnessData.y : Payload.RoughnessData.x) :
(bUseRoughness1 ? Data.RoughnessT.y : Data.RoughnessT.x);
H = ImportanceSampleVisibleGGX(RandSample.xy, Alpha, V).xyz;
L = reflect(-V, H);
if (L.z <= 0)
{
// invalid output direction, exit early
return NullMaterialSample();
}
}
// transform to world space
const float3 N_World = Payload.WorldNormal;
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 float PositionBiasSign = bIsReflection ? 1.0 : -1.0;
const float3 L_World = normalize(mul(float3(L.xy, PositionBiasSign * L.z), Data.Basis)); // flip reflection to other side if we are refracting
FMaterialSample Result = CreateMaterialSample(L_World, 0.0, 0.0, PositionBiasSign, OutRoughness, bSampleDiffuse ? PATHTRACER_SCATTER_DIFFUSE : (bIsReflection ? PATHTRACER_SCATTER_SPECULAR : PATHTRACER_SCATTER_REFRACT));
// Specular Lobes (either reflected or transmitted)
const float2 GGXResult0 = GGXEvalReflection(L, V, H, bIsReflection ? Data.AlphaR0 : Data.AlphaT0);
const float2 GGXResult1 = GGXEvalReflection(L, V, H, bIsReflection ? Data.AlphaR1 : Data.AlphaT1);
const float4 ClothResult = Data.Fuzz.Eval(L, V, H, Payload.FuzzColor);
const float ClothPdf = ClothResult.w;
const float DiffusePdf = NoL / PI;
if (bSampleGlass)
{
FThinSlabWeights SlabResult = ComputeThinSlabWeights(Data.TransmissionColor, VoH, Payload.Ior, Data.F0);
SlabResult.Reflected *= SubstrateSpecularTint(Payload, NoV, NoL, VoH, NoH);
const float3 SlabTint = bIsReflection ? SlabResult.Reflected : SlabResult.Transmitted;
const float SlabW0 = bIsReflection ? Data.SpecR0W : Data.SpecT0W;
const float SlabW1 = bIsReflection ? Data.SpecR1W : Data.SpecT1W;
const float LobePdf = bIsReflection ? Data.LobePdf.z : Data.LobePdf.w;
Result.AddLobeWithMIS(Data.Fuzz.Attenuation * (1 - Payload.RoughnessData.z) * GGXResult0.x * SlabW0 * SlabTint, GGXResult0.y, LobePdf * (1 - Payload.RoughnessData.z));
Result.AddLobeWithMIS(Data.Fuzz.Attenuation * ( Payload.RoughnessData.z) * GGXResult1.x * SlabW1 * SlabTint, GGXResult1.y, LobePdf * ( Payload.RoughnessData.z));
if (bIsReflection)
{
Result.Pdf += Data.LobePdf.x * DiffusePdf;
Result.Pdf += Data.LobePdf.y * ClothPdf;
}
}
else if (bSampleDiffuse)
{
// Diffuse Lobe
Result.AddLobeWithMIS(Data.DiffuseWeight * Payload.DiffuseColor, DiffusePdf, Data.LobePdf.x);
Result.Pdf += Data.LobePdf.y * ClothPdf;
Result.Pdf += Data.LobePdf.z * (1.0 - Payload.RoughnessData.z) * GGXResult0.y;
Result.Pdf += Data.LobePdf.z * ( Payload.RoughnessData.z) * GGXResult1.y;
}
else
{
// Cloth Lobe
const float ShadowTerminator = ShadowTerminatorTerm(L_World, N_World, Payload.WorldSmoothNormal);
Result.AddLobeWithMIS(ClothResult.xyz * ShadowTerminator, ClothPdf, Data.LobePdf.y);
Result.Pdf += Data.LobePdf.x * DiffusePdf;
Result.Pdf += Data.LobePdf.z * (1.0 - Payload.RoughnessData.z) * GGXResult0.y;
Result.Pdf += Data.LobePdf.z * ( Payload.RoughnessData.z) * GGXResult1.y;
}
if (bIsReflection)
{
Result.Weight *= SubstrateLobeWeight(Payload, NoL);
}
else
{
Result.Weight *= Payload.BSDFOpacity * Payload.WeightV;
}
return Result;
}
FMaterialEval SubstrateThinGlass_EvalMaterial(
float3 V_World,
float3 L_World,
FPathTracingPayload Payload,
float2 DiffuseSpecularScale
)
{
FSubstrateThinGlassSlabData Data = (FSubstrateThinGlassSlabData)0;
Data.PrepareBSDF(V_World, Payload);
const float3 N_World = Payload.WorldNormal;
// move vectors into right shading frame
const float3 V = Data.V;
float3 L = mul(Data.Basis, L_World);
const bool bIsReflection = L.z >= 0;
L.z = abs(L.z); // push L to the same side as V
const float NoL = saturate(L.z);
const float NoV = saturate(V.z);
const float3 H = normalize(L + V);
const float VoH = saturate(dot(V, H));
const float NoH = saturate(H.z);
// Diffuse Lobe
const float DiffusePdf = NoL / PI;
// Specular Lobes (either reflected or transmitted)
const float2 GGXResult0 = GGXEvalReflection(L, V, H, bIsReflection ? Data.AlphaR0 : Data.AlphaT0);
const float2 GGXResult1 = GGXEvalReflection(L, V, H, bIsReflection ? Data.AlphaR1 : Data.AlphaT1);
FThinSlabWeights SlabResult = ComputeThinSlabWeights(Data.TransmissionColor, VoH, Payload.Ior, Data.F0);
SlabResult.Reflected *= SubstrateSpecularTint(Payload, NoV, NoL, VoH, NoH);
const float3 SlabTint = bIsReflection ? SlabResult.Reflected : SlabResult.Transmitted;
const float SlabW0 = (bIsReflection ? Data.SpecR0W : Data.SpecT0W);
const float SlabW1 = (bIsReflection ? Data.SpecR1W : Data.SpecT1W);
const float LobePdf = bIsReflection ? Data.LobePdf.z : Data.LobePdf.w;
FMaterialEval Result = NullMaterialEval();
Result.AddLobeWithMIS(DiffuseSpecularScale.y * Data.Fuzz.Attenuation * (1 - Payload.RoughnessData.z) * GGXResult0.x * SlabW0 * SlabTint, GGXResult0.y, LobePdf * (1 - Payload.RoughnessData.z));
Result.AddLobeWithMIS(DiffuseSpecularScale.y * Data.Fuzz.Attenuation * ( Payload.RoughnessData.z) * GGXResult1.x * SlabW1 * SlabTint, GGXResult1.y, LobePdf * ( Payload.RoughnessData.z));
if (bIsReflection)
{
{
// Diffuse Lobe
Result.AddLobeWithMIS(DiffuseSpecularScale.x * Data.DiffuseWeight * Payload.DiffuseColor, DiffusePdf, Data.LobePdf.x);
}
{
// Cloth Lobe
const float ShadowTerminator = ShadowTerminatorTerm(L_World, N_World, Payload.WorldSmoothNormal);
const float4 ClothResult = Data.Fuzz.Eval(L, V, H, Payload.FuzzColor);
const float ClothPdf = ClothResult.w;
Result.AddLobeWithMIS(DiffuseSpecularScale.y * ClothResult.xyz * ShadowTerminator, ClothPdf, Data.LobePdf.y);
}
Result.Weight *= SubstrateLobeWeight(Payload, NoL);
}
else
{
Result.Weight *= Payload.BSDFOpacity * Payload.WeightV;
}
return Result;
}