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UnrealEngine/Engine/Source/ThirdParty/Licenses/GGX_License.txt
2025-05-18 13:04:45 +08:00

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/*
* Copyright (C) 2017 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
// Note: comment out to assume fp32 computations
#ifndef MOBILE_GGX_USE_FP16
#define MOBILE_GGX_USE_FP16 1
#endif
#define MEDIUMP_FLT_MAX 65504.0
#define MEDIUMP_FLT_MIN 0.00006103515625
#if MOBILE_GGX_USE_FP16
#define saturateMediump(x) min(x, MEDIUMP_FLT_MAX)
#else
#define saturateMediump(x) (x)
#endif
// Taken from https://gist.github.com/romainguy/a2e9208f14cae37c579448be99f78f25
// Modified by Epic Games, Inc. To account for premultiplied light color and code style rules.
half GGX_Mobile(half Roughness, half NoH, half3 H, half3 N)
{
// Walter et al. 2007, "Microfacet Models for Refraction through Rough Surfaces"
// In mediump, there are two problems computing 1.0 - NoH^2
// 1) 1.0 - NoH^2 suffers floating point cancellation when NoH^2 is close to 1 (highlights)
// 2) NoH doesn't have enough precision around 1.0
// Both problem can be fixed by computing 1-NoH^2 in highp and providing NoH in highp as well
// However, we can do better using Lagrange's identity:
// ||a x b||^2 = ||a||^2 ||b||^2 - (a . b)^2
// since N and H are unit vectors: ||N x H||^2 = 1.0 - NoH^2
// This computes 1.0 - NoH^2 directly (which is close to zero in the highlights and has
// enough precision).
// Overall this yields better performance, keeping all computations in mediump
#if MOBILE_GGX_USE_FP16
float3 NxH = cross(N, H);
float OneMinusNoHSqr = dot(NxH, NxH);
#else
float OneMinusNoHSqr = 1.0 - NoH * NoH;
#endif
half a = Roughness * Roughness;
float n = NoH * a;
float p = a / (OneMinusNoHSqr + n * n);
float d = p * p;
return saturateMediump(d);
}