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Shopping_UnityVR/Packages/com.baddog.rendering.arealight/Shaders/Include/PreIntegratedFGD.hlsl
2026-04-16 04:58:10 +09:00

82 lines
3.9 KiB
HLSL

#ifndef BADDOG_PREINTEGRATED_FGD_INCLUDED
#define BADDOG_PREINTEGRATED_FGD_INCLUDED
#include "Packages/com.baddog.rendering.arealight/Shaders/PreIntegratedFGD.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GlobalSamplers.hlsl"
//-----------------------------------------------------------------------------
// Pre-Integrated FGD Texture Declarations
//-----------------------------------------------------------------------------
// Pre-integrated FGD (Fresnel, Geometric, Diffuse) textures
// These textures store pre-computed BSDF integrals for efficient IBL and area light evaluation
TEXTURE2D(_PreIntegratedFGD_GGXDisneyDiffuse);
TEXTURE2D(_PreIntegratedFGD_CharlieAndFabric);
TEXTURE2D(_PreIntegratedFGD_Marschner);
// Use URP's standard linear clamp sampler from GlobalSamplers.hlsl
// sampler_LinearClamp is defined in GlobalSamplers.hlsl and can be used directly
//-----------------------------------------------------------------------------
// Pre-Integrated FGD Functions (GGX + Disney Diffuse)
//-----------------------------------------------------------------------------
// For image based lighting, a part of the BSDF is pre-integrated.
// This is done both for specular GGX height-correlated and DisneyDiffuse
// reflectivity is Integral{(BSDF_GGX / F)} - use for multiscattering
void GetPreIntegratedFGDGGXAndDisneyDiffuse(float NdotV, float perceptualRoughness, float3 fresnel0, float F90, out float3 specularFGD, out float diffuseFGD, out float reflectivity)
{
// We want the LUT to contain the entire [0, 1] range, without losing half a texel at each side.
float2 coordLUT = Remap01ToHalfTexelCoord(float2(sqrt(NdotV), perceptualRoughness), FGDTEXTURE_RESOLUTION);
float3 preFGD = SAMPLE_TEXTURE2D_LOD(_PreIntegratedFGD_GGXDisneyDiffuse, sampler_LinearClamp, coordLUT, 0).xyz;
// Pre-integrate GGX FGD
// Integral{BSDF * <N,L> dw} =
// Integral{(F0 + (F90 - F0) * (1 - <V,H>)^5) * (BSDF / F) * <N,L> dw} =
// (F90 - F0) * Integral{(1 - <V,H>)^5 * (BSDF / F) * <N,L> dw} + F0 * Integral{(BSDF / F) * <N,L> dw}=
// (F90 - F0) * x + F0 * y
specularFGD = (F90 - fresnel0) * preFGD.xxx + fresnel0 * preFGD.yyy;
// Pre integrate DisneyDiffuse FGD:
// z = DisneyDiffuse
// Remap from the [0, 1] to the [0.5, 1.5] range.
diffuseFGD = preFGD.z + 0.5;
reflectivity = preFGD.y;
}
// Overload without F90 parameter (defaults to 1.0)
void GetPreIntegratedFGDGGXAndDisneyDiffuse(float NdotV, float perceptualRoughness, float3 fresnel0, out float3 specularFGD, out float diffuseFGD, out float reflectivity)
{
GetPreIntegratedFGDGGXAndDisneyDiffuse(NdotV, perceptualRoughness, fresnel0, 1.0, specularFGD, diffuseFGD, reflectivity);
}
// GGX + Lambert variant (for USE_DIFFUSE_LAMBERT_BRDF)
void GetPreIntegratedFGDGGXAndLambert(float NdotV, float perceptualRoughness, float3 fresnel0, out float3 specularFGD, out float diffuseFGD, out float reflectivity)
{
GetPreIntegratedFGDGGXAndDisneyDiffuse(NdotV, perceptualRoughness, fresnel0, specularFGD, diffuseFGD, reflectivity);
diffuseFGD = 1.0;
}
//-----------------------------------------------------------------------------
// Pre-Integrated FGD Functions (Charlie + Fabric Lambert)
//-----------------------------------------------------------------------------
void GetPreIntegratedFGDCharlieAndFabricLambert(float NdotV, float perceptualRoughness, float3 fresnel0, out float3 specularFGD, out float diffuseFGD, out float reflectivity)
{
// Read the texture
float3 preFGD = SAMPLE_TEXTURE2D_LOD(_PreIntegratedFGD_CharlieAndFabric, sampler_LinearClamp, float2(NdotV, perceptualRoughness), 0).xyz;
specularFGD = lerp(preFGD.xxx, preFGD.yyy, fresnel0) * 2.0 * PI;
// z = FabricLambert
diffuseFGD = preFGD.z;
reflectivity = preFGD.y;
}
#endif // BADDOG_PREINTEGRATED_FGD_INCLUDED