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- #include <common/lighting/brdf>
- #include <common/lighting/bxdf>
- #include <common/lighting/attenuation>
- #include <common/lighting/functions>
- #include <lighting-models/model-functions/standard-common>
- bool CCSurfacesLightingEnableShadow(in float NoL)
- {
- #if CC_SURFACES_LIGHTING_TRANSMIT_DIFFUSE
- // for back light shadows
- return true;
- #elif CC_SURFACES_LIGHTING_SSS
- // for over-bumped surfaces
- return true;
- #else
- return NoL > 0.0;
- #endif
- }
- float CCSurfacesLightingCalculateDistanceAttenuation(in LightingIntermediateData lightingData, in vec4 lightSizeRangeAngle, in float lightType)
- {
- return CalculateDistanceAttenuation(lightingData.distToLightSqr, lightSizeRangeAngle.x, lightSizeRangeAngle.y, lightType);
- }
- float CCSurfacesLightingCalculateAngleAttenuation(in LightingIntermediateData lightingData, in vec4 lightSizeRangeAngle, in vec3 spotLightDir)
- {
- return CalculateAngleAttenuation(spotLightDir, lightingData.L, lightSizeRangeAngle.z);
- }
- void CCSurfacesLightingCalculateDirect(out vec3 lightingDiffuse, out vec3 lightingSpecular, in LightingIntermediateData lightingData, in vec4 lightSourceColorAndIntensity)
- {
- #if !CC_SURFACES_LIGHTING_DISABLE_DIFFUSE
- lightingDiffuse = CalculateDirectDiffuse(lightingData, lightSourceColorAndIntensity);
- #else
- lightingDiffuse = vec3(0.0);
- #endif
- #if !CC_SURFACES_LIGHTING_DISABLE_SPECULAR
- lightingSpecular = CalculateDirectSpecular(lightingData, lightSourceColorAndIntensity);
- #else
- lightingSpecular = vec3(0.0);
- #endif
- }
- void CCSurfacesLightingCalculateEnvironment(out vec3 lightingDiffuse, out vec3 lightingSpecular, in LightingIntermediateData lightingData, float lightIntensity)
- {
- #if !CC_SURFACES_LIGHTING_DISABLE_DIFFUSE
- lightingDiffuse = CalculateEnvironmentDiffuse(lightingData, lightIntensity);
- #else
- lightingDiffuse = vec3(0.0);
- #endif
- #if !CC_SURFACES_LIGHTING_DISABLE_SPECULAR
- lightingSpecular = CalculateEnvironmentSpecular(lightingData, lightIntensity);
- #else
- lightingSpecular = vec3(0.0);
- #endif
- }
- vec3 CCSurfaceLightingCalculateExtraFresnel(in LightingIntermediateData lightingData)
- {
- float fresnel = CalculateFresnelCoefficient(lightingData.ior, lightingData.NoVAbsSat); //NoVSat for single side, and NoVAbsSat for two sided
- return vec3(fresnel);
- }
- void CCSurfaceLightingCalculateDirectFresnel(out vec3 directGF, in LightingIntermediateData lightingData, vec3 specularColor, in vec3 environmentGF)
- {
- #if CC_SURFACES_USE_LEGACY_COMPATIBLE_LIGHTING
- // local lighting also use EnvIntegratedFresnel for estimated GF terms, calculate accurate GF instead in the future, CCSurfacesDebugViewLightingResult also needs modified
- directGF = environmentGF;
- #else
- float roughness = lightingData.specularParam;
- directGF = F_SchlickMultiplier(specularColor, lightingData.VoHAbsSat) * G_Schlick(roughness, lightingData.NoVSat, lightingData.NoLSat);
- #endif
- }
- void CCSurfaceLightingCalculateEnvironmentFresnel(out vec3 integratedGF, vec3 integratedF, in LightingIntermediateData lightingData, vec3 specularColor)
- {
- float roughness = lightingData.specularParam;
- IntegratedGFMultiplier(integratedGF, integratedF, specularColor, roughness, lightingData.NoVAbsSat);
- }
- #if CC_SURFACES_LIGHTING_USE_MULTIPLE_LAYER_BLEND
- void CCSurfaceLightingCalculateDirectSubLayerFresnel(out vec3 subLayerF, in LightingIntermediateData lightingData, vec3 specularColor)
- {
- float VoH = lightingData.VoHAbsSat;
- subLayerF = vec3(exp2( (-5.55473 * VoH - 6.98316) * VoH ));
- }
- void CCSurfaceLightingCalculateEnvironmentSubLayerFresnel(out vec3 subLayerF, in LightingIntermediateData lightingData, vec3 specularColor)
- {
- // ior related:
- subLayerF = vec3(CalculateFresnelCoefficient(lightingData.ior, lightingData.NoVSat));
- // F0 F90 related:
- // if (equalf(lightingData.ior, 0.0))
- // subLayerF = vec3(CalculateFresnelCoefficient(lightingData.F0, lightingData.F90, lightingData.NoVSat));
- }
- #endif
- #if CC_SURFACES_LIGHTING_TRANSMIT_SPECULAR
- // do not support anisotropy
- void CCSurfacesLightingCalculateDirectTransmitSpecular(out vec3 lightingSpecular, in LightingIntermediateData lightingData, in vec4 lightSourceColorAndIntensity)
- {
- float roughness = lightingData.specularParam;
- float NoLSat = saturate(dot(lightingData.N, -lightingData.L));
- vec3 irradiance = NoLSat * lightSourceColorAndIntensity.rgb * lightSourceColorAndIntensity.w;
- vec3 R = CalculateRefractDirection(lightingData.N, lightingData.V, lightingData.NoV, lightingData.ior);
- float RoL = dot(lightingData.L, normalize(R));
- float calcSpec = D_GGX(roughness, saturate(RoL));
- lightingSpecular = irradiance * calcSpec;
- }
- void CCSurfacesLightingCalculateEnvironmentTransmitSpecular(out vec3 lightingSpecular, in LightingIntermediateData lightingData, float lightIntensity)
- {
- vec3 envSpec = vec3(0.0);
- vec3 R = CalculateRefractDirection(lightingData.N, lightingData.V, lightingData.NoV, lightingData.ior);
- float roughness = lightingData.specularParam;
- #if CC_USE_REFLECTION_PROBE
- #if CC_USE_REFLECTION_PROBE == REFLECTION_PROBE_TYPE_CUBE
- envSpec = EnvReflection(cc_reflectionProbeCubemap, R, roughness, cc_ambientGround.w);
- #endif
- // todo: planar refraction from scene color when use planar probe or no probe
- #endif
- #if CC_USE_IBL && CC_USE_REFLECTION_PROBE != REFLECTION_PROBE_TYPE_CUBE
- envSpec = EnvReflection(cc_environment, R, roughness, cc_ambientGround.w);
- #endif
- lightingSpecular = CalculateScattering(envSpec * lightIntensity, lightingData.transmitScatteringParams.w, lightingData.transmitScatteringParams.x, lightingData.transmitScatteringParams.x, lightingData.transmitScatteringParams.y, lightingData.inScatteringColor.rgb, lightingData.outScatteringColor.rgb);
- }
- #endif
- #if CC_SURFACES_LIGHTING_TRANSMIT_DIFFUSE
- #define objectThickness lightingData.transmitDiffuseParams.x
- #define transmitMask lightingData.transmitDiffuseParams.y
- #define envTransmitScale lightingData.transmitDiffuseParams.z
- #define envFixedDistanceScale lightingData.transmitScatteringParams.w
- #define transmitDistanceScale lightingData.transmitDiffuseParams.w
- #define DONOT_USE_SHADOWMAP_DISTANCE (equalf(lightingData.shadowPosAndDepth.z, lightingData.shadowPosAndDepth.w) && equalf(lightingData.shadowPosAndDepth.z, SURFACES_MAX_TRANSMIT_DEPTH_VALUE))
- // view space depth is negative value, so use shadowMap - current
- #define SHADOWMAP_DISTANCE max(lightingData.shadowPosAndDepth.w - lightingData.shadowPosAndDepth.z, 0.0)
- //clamp(lightingData.shadowPosAndDepth.w - lightingData.shadowPosAndDepth.z, lightingData.transmitDiffuseParams.z, lightingData.transmitDiffuseParams.w)
- void CCSurfacesLightingCalculateDirectTransmitDiffuse(out vec3 transmitDiffuse, in LightingIntermediateData lightingData, in vec4 lightSourceColorAndIntensity, float shadow)
- {
- #if !CC_SURFACES_LIGHTING_DISABLE_DIFFUSE
- float distance = lightingData.transmitScatteringParams.w;
- if (!DONOT_USE_SHADOWMAP_DISTANCE)
- {
- distance = transmitDistanceScale * SHADOWMAP_DISTANCE;
- shadow = step(SHADOWMAP_DISTANCE, objectThickness) > 0.0 ? 1.0 : shadow;
- }
- vec3 backIrradiance = CalculateDirectDiffuse(lightingData, lightSourceColorAndIntensity);
- backIrradiance *= shadow * transmitMask;
- transmitDiffuse = CalculateScattering(backIrradiance, distance, lightingData.transmitScatteringParams.x, lightingData.transmitScatteringParams.x, lightingData.transmitScatteringParams.y, lightingData.inScatteringColor.rgb, lightingData.outScatteringColor.rgb);
- #else
- transmitDiffuse = vec3(0.0);
- #endif
- }
- // depend on dir-light shadow direction, if there are some occluders in front of the light source, env transmit will dark
- void CCSurfacesLightingCalculateEnvironmentTransmitDiffuse(out vec3 transmitDiffuse, in LightingIntermediateData lightingData, float lightIntensity, float ao, vec3 shadowLightDirection)
- {
- #if !CC_SURFACES_LIGHTING_DISABLE_DIFFUSE
- float distance = lightingData.transmitScatteringParams.w;
- if (!DONOT_USE_SHADOWMAP_DISTANCE)
- {
- float shadowMapDistance = transmitDistanceScale * SHADOWMAP_DISTANCE;
- float fixedDistance = transmitDistanceScale * envFixedDistanceScale;
- // lerp between shadowmap distance and fix distance to fix shadow and normal direction not match
- float lerpCoef = saturate(dot(lightingData.N, shadowLightDirection));
- distance = mix(fixedDistance, shadowMapDistance, lerpCoef);
- }
- vec3 backIrradiance = CalculateEnvironmentDiffuse(lightingData, lightIntensity);
- backIrradiance *= ao * transmitMask;
- transmitDiffuse = CalculateScattering(backIrradiance, distance, lightingData.transmitScatteringParams.x, lightingData.transmitScatteringParams.x, lightingData.transmitScatteringParams.y, lightingData.inScatteringColor.rgb, lightingData.outScatteringColor.rgb);
- transmitDiffuse *= envTransmitScale;
- #else
- transmitDiffuse = vec3(0.0);
- #endif
- }
- #undef objectThickness
- #undef transmitMask
- #undef envTransmitScale
- #undef envFixedDistanceScale
- #undef DONOT_USE_SHADOWMAP_DISTANCE
- #undef SHADOWMAP_DISTANCE
- #endif
- #if CC_SURFACES_LIGHTING_2ND_LAYER_SPECULAR
- // this surface function used for adjust TRT color with brdf lighting, input are lighting result and surface data
- // the default function can only be defined here
- #ifndef CC_SURFACES_FRAGMENT_MODIFY_2ND_SPECULAR_COLOR
- vec3 SurfacesLightingGet2ndSpecularColor(float specBRDF, bool isSaturated)
- {
- return vec3(saturate(specBRDF));
- }
- #endif
- void CCSurfacesLightingCalculateDirect2ndSpecular(out vec3 specularLighting, in LightingIntermediateData lightingData, in vec4 lightSourceColorAndIntensity, float intensitySpecular, in vec3 originalSpecular)
- {
- #if !CC_SURFACES_LIGHTING_DISABLE_SPECULAR
- vec3 unused;
- // light color has less influence
- CCSurfacesLightingCalculateDirect(unused, specularLighting, lightingData, lightSourceColorAndIntensity);
- // float brdf = specularLighting.x;
- // vec3 Color = SurfacesLightingGet2ndSpecularColor(brdf, true);
- // todo: modify Color to add some light color influence
- // specularLighting *= Color * lightSourceColorAndIntensity.w;
- specularLighting *= intensitySpecular;
- // specularLighting -= originalSpecular;
- #else
- specularLighting = vec3(0.0);
- #endif
- }
- void CCSurfacesLightingCalculateEnvironment2ndSpecular(out vec3 specularLighting, in LightingIntermediateData lightingData, float lightIntensity, float intensitySpecular, in vec3 originalSpecular)
- {
- #if !CC_SURFACES_LIGHTING_DISABLE_SPECULAR
- vec3 unused;
- // light color has less influence
- specularLighting = CalculateEnvironmentSpecular(lightingData, lightIntensity);
- // float brdf = length(specularLighting);
- // vec3 Color = SurfacesLightingGet2ndSpecularColor(brdf, false);
- // todo: modify Color to add some light color influence
- // specularLighting *= Color * lightIntensity;
- specularLighting *= intensitySpecular;
- // specularLighting -= originalSpecular;
- #else
- specularLighting = vec3(0.0);
- #endif
- }
- void CCSurfacesLightingCalculateDirectSheen(out vec3 specularLighting, out vec3 directGF, in LightingIntermediateData lightingData, in vec4 lightSourceColorAndIntensity, float intensitySpecular)
- {
- #if !CC_SURFACES_LIGHTING_DISABLE_SPECULAR
- float sheen = Sheen(lightingData.NoHSat, lightingData.NoL, lightingData.NoV, lightingData.specularParam);
- specularLighting = vec3(sheen) * intensitySpecular * lightSourceColorAndIntensity.xyz * lightSourceColorAndIntensity.w;
- directGF = vec3(1.0);
- #else
- specularLighting = vec3(0.0);
- #endif
- }
- void CCSurfacesLightingCalculateEnvironmentSheen(out vec3 specularLighting, out vec3 environmentGF, in LightingIntermediateData lightingData, float lightIntensity, float intensitySpecular)
- {
- #if !CC_SURFACES_LIGHTING_DISABLE_SPECULAR
- LightingIntermediateData lightingDataSheen = lightingData;
- float roughness = lightingData.specularParam;
- // sample max distribute normal-vertical-direction reflection with fixed roughness
- vec3 L = normalize(mix(lightingDataSheen.B, lightingDataSheen.N, 0.3));
- lightingDataSheen.specularParam = mix(0.5, 0.9, roughness);
- lightingDataSheen.V = lightingDataSheen.N = L;
- specularLighting = CalculateEnvironmentSpecular(lightingDataSheen, lightIntensity);
- specularLighting *= intensitySpecular;
- // range limitation
- environmentGF = vec3(Sheen(lightingData.NoV, roughness));
- #else
- specularLighting = vec3(0.0);
- #endif
- }
- #endif
- #if CC_SURFACES_LIGHTING_TT
- // TT is a hacked fabric simulation algorithm
- void CCSurfacesLightingCalculateDirectTT(inout LightingResult lightingResult, in LightingIntermediateData lightingData, in vec4 lightSourceColorAndIntensity)
- {
- lightingResult.diffuseColorWithLightingTT = lightingResult.diffuseColorWithLighting;
- float w = lightingData.ttIntensity;
- // w = 0 equals to diffuse lighting without scattering
- // ttScatterCoef start from 0.0
- vec3 scatteredLighting = pow(saturate(lightingData.baseColorTT * w + lightingData.NoLSat) * lightingData.NoLSat, vec3(mix(0.5, 0.5 + lightingData.ttScatterCoef, w)));
- // scattered = tt + origin diffuse
- vec3 ttLighting = scatteredLighting - lightingData.NoLSat;
- lightingResult.directTT = ttLighting * DiffuseCoefficient_EnergyConservation * lightSourceColorAndIntensity.xyz* lightSourceColorAndIntensity.w;
- }
- #endif
- #if CC_SURFACES_LIGHTING_USE_MULTIPLE_LAYER_BLEND
- // todo: layer result in LightingResult separate to single structure like LightingResultPerLayer
- // todo: after structuring, add TRT/Sheen to eachLayer's direct/environmentSpecular before blending
- void CCSurfacesLightingCalculateDirectMultiLayerBlending(inout LightingResult lightingResult
- , in LightingIntermediateData lightingData2ndLayer
- #if CC_SURFACES_LIGHTING_USE_MULTIPLE_LAYER_BLEND > 1
- // add more layers...
- #endif
- )
- {
- vec3 lastLayerF, zeroDiffuse = vec3(0.0);
- vec3 blendedBaseD = lightingResult.directDiffuse, blendedBaseS = lightingResult.directSpecular;
- InitializeLayerBlending(blendedBaseD, blendedBaseS,
- lightingResult.directDiffuseSubLayers, lightingResult.directSpecularSubLayers,
- lastLayerF,
- lightingResult.directDiffuse, lightingResult.directSpecular
- );
- CCSurfaceLightingCalculateDirectSubLayerFresnel(lightingResult.directSubLayerF, lightingData2ndLayer, lightingResult.specularColorWithLighting2ndSpecular);
- CalculateLayerBlending (blendedBaseD, blendedBaseS,
- lightingResult.directDiffuseSubLayers, lightingResult.directSpecularSubLayers,
- lastLayerF,
- zeroDiffuse, zeroDiffuse,
- lightingResult.direct2ndSpecular, lightingResult.specularColorWithLighting2ndSpecular,
- lightingData2ndLayer.layerOpacity, lightingResult.directSubLayerF
- );
- #if CC_SURFACES_LIGHTING_USE_MULTIPLE_LAYER_BLEND > 1
- // add more layers...
- #endif
- // output
- lightingResult.directDiffuse = blendedBaseD;
- lightingResult.directSpecular = blendedBaseS;
- }
- void CCSurfacesLightingCalculateEnvironmentMultiLayerBlending(inout LightingResult lightingResult
- , in LightingIntermediateData lightingData2ndLayer
- #if CC_SURFACES_LIGHTING_USE_MULTIPLE_LAYER_BLEND > 1
- // add more layers...
- #endif
- )
- {
- vec3 lastLayerF, zeroDiffuse = vec3(0.0);
- vec3 blendedBaseD = lightingResult.environmentDiffuse, blendedBaseS = lightingResult.environmentSpecular;
- InitializeLayerBlending(blendedBaseD, blendedBaseS,
- lightingResult.environmentDiffuseSubLayers, lightingResult.environmentSpecularSubLayers,
- lastLayerF,
- lightingResult.environmentDiffuse, lightingResult.environmentSpecular
- );
- CCSurfaceLightingCalculateEnvironmentSubLayerFresnel(lightingResult.environmentSubLayerF, lightingData2ndLayer, lightingResult.specularColorWithLighting2ndSpecular);
- CalculateLayerBlending (blendedBaseD, blendedBaseS,
- lightingResult.environmentDiffuseSubLayers, lightingResult.environmentSpecularSubLayers,
- lastLayerF,
- zeroDiffuse, zeroDiffuse,
- lightingResult.environment2ndSpecular, lightingResult.specularColorWithLighting2ndSpecular,
- lightingData2ndLayer.layerOpacity, lightingResult.environmentSubLayerF
- );
- #if CC_SURFACES_LIGHTING_USE_MULTIPLE_LAYER_BLEND > 1
- // add more layers...
- #endif
- // output
- lightingResult.environmentDiffuse = blendedBaseD;
- lightingResult.environmentSpecular = blendedBaseS;
- }
- #endif
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