Potentially complete basic opaque PBR shader

This commit is contained in:
Szymon Nowakowski 2023-08-11 00:15:01 +02:00
parent e70fcbc582
commit dcfd486dea
1 changed files with 99 additions and 8 deletions

View File

@ -136,8 +136,6 @@ export function createShaderCode({
normal, normal,
tangent, tangent,
}: ShaderFlags): string { }: ShaderFlags): string {
let varyingLocation = 0;
return ` return `
struct Vertex { struct Vertex {
@location(0) positionOS: vec3<f32>, @location(0) positionOS: vec3<f32>,
@ -149,12 +147,12 @@ struct Vertex {
struct Varyings { struct Varyings {
@builtin(position) positionCS: vec4<f32>, @builtin(position) positionCS: vec4<f32>,
@location(${varyingLocation++}) positionVS: vec4<f32>, @location(0) positionVS: vec4<f32>,
${texCoord ? `@location(${varyingLocation++}) texCoord: vec2<f32>,` : ""} ${texCoord ? `@location(1) texCoord: vec2<f32>,` : ""}
${lightTexCoord ? `@location(${varyingLocation++}) lightTexCoord: vec2<f32>,` : ""} ${lightTexCoord ? `@location(2) lightTexCoord: vec2<f32>,` : ""}
${normal ? `@location(${varyingLocation++}) normalVS: vec3<f32>,` : ""} ${normal ? `@location(3) normalVS: vec3<f32>,` : ""}
${normal && tangent ? `@location(${varyingLocation++}) tangentVS: vec3<f32>,` : ""} ${normal && tangent ? `@location(4) tangentVS: vec3<f32>,` : ""}
${normal && tangent ? `@location(${varyingLocation++}) bitangentVS: vec3<f32>,` : ""} ${normal && tangent ? `@location(5) bitangentVS: vec3<f32>,` : ""}
} }
struct PointLight { struct PointLight {
@ -208,6 +206,37 @@ struct ObjectUniforms {
@group(1) @binding(6) var _EmissiveTexture: texture_2d<f32>; @group(1) @binding(6) var _EmissiveTexture: texture_2d<f32>;
@group(1) @binding(7) var _TransmissionCollimationTexture: texture_2d<f32>; @group(1) @binding(7) var _TransmissionCollimationTexture: texture_2d<f32>;
const INV_PI: f32 = 0.31830987;
fn fresnelSchlick(dotVH: f32, f0: vec3<f32>) -> vec3<f32> {
const f90 = vec3(1.0);
return f0 + (f90 - f0) * pow(1.0 - dotVH, 5.0);
}
fn visibilityGGX(dotNL: f32, dotNV: f32, alpha: f32) -> f32 {
let alphaSquared = alpha * alpha;
let vGGX = dotNL * sqrt(dotNV * dotNV * (1.0 - alphaSquared) + alphaSquared);
let lGGX = dotNV * sqrt(dotNL * dotNL * (1.0 - alphaSquared) + alphaSquared);
let GGX = vGGX + lGGX;
return GGX > 0.0 ? 0.5 / GGX : 0.0;
}
fn distributionGGX(dotNH: f32, alpha: f32) -> f32 {
let alphaSquared = alpha * alpha;
let tmp = dotNH * dotNH * (alphaSquared - 1.0) + 1.0;
return alphaSquared * INV_PI / (tmp * tmp);
}
fn toneMapAcesNarkowicz(color: vec3<f32>) -> vec3<f32> {
const A: f32 = 2.51;
const B: f32 = 0.03;
const C: f32 = 2.43;
const D: f32 = 0.59;
const E: f32 = 0.14;
return saturate((color * (A * color + B)) / (color * (C * color + D) + E));
}
fn screenSpaceMatrixTStoVS(positionVS: vec3<f32>, normalVS: vec3<f32>, texCoord: vec2<f32>) -> mat3x3<f32> { fn screenSpaceMatrixTStoVS(positionVS: vec3<f32>, normalVS: vec3<f32>, texCoord: vec2<f32>) -> mat3x3<f32> {
let q0 = dpdx(positionVS); let q0 = dpdx(positionVS);
let q1 = dpdy(positionVS); let q1 = dpdy(positionVS);
@ -298,5 +327,67 @@ fn frag(fragment: Varyings) -> @location(0) vec2<f32> {
` : ` ` : `
let actualNormalVS = geometricNormalVS; let actualNormalVS = geometricNormalVS;
`} `}
let viewDirectionVS = normalize(-positionVS);
let dotNV = saturate(dot(actualNormalVS, viewDirectionVS));
let alpha = roughness * roughness;
var f0 = vec3(pow((ior - 1.0) / (ior + 1.0), 2.0));
f0 = mix(f0, baseColor, metallic);
var outgoingRadiance = vec3(0.0);
for (var i: u32 = 0; i < _Global.pointLightCount; ++i) {
let light = _PointLights[i];
let lightPositionVS = (_Global.matrixWStoVS * vec4(light.positionWS, 1.0)).xyz;
let lightDirectionVS = normalize(lightPositionVS - positionVS);
let lightDistance = distance(positionVS, lightPositionVS);
let lightAttenuation = 1.0 / (lightDistance * lightDistance);
let halfVectorVS = normalize(lightDirectionVS + viewDirectionVS);
let dotVH = saturate(dot(viewDirectionVS, halfVectorVS));
let dotNH = saturate(dot(actualNormalVS, halfVectorVS));
let dotNL = saturate(dot(actualNormalVS, lightDirectionVS));
let incomingRadiance = light.color * attenuation;
let fresnel = fresnelSchlick(dotVH, f0);
let visibility = visibilityGGX(dotNL, dotNV, alpha);
let distribution = distributionGGX(dotNH, alpha);
let scatteredFactor = (1.0 - fresnel) * (1.0 - metallic) * baseColor * INV_PI;
let reflectedFactor = fresnel * visibility * distribution;
outgoingRadiance += (scatteredFactor + reflectedFactor) * incomingRadiance * dotNL;
}
for (var i: u32 = 0; i < _Global.directionalLightCount; ++i) {
let light = _DirectionalLights[i];
let lightDirectionVS = normalize((_Global.matrixWStoVS * vec4(light.directionWS, 0.0)).xyz);
let halfVectorVS = normalize(lightDirectionVS + viewDirectionVS);
let dotVH = saturate(dot(viewDirectionVS, halfVectorVS));
let dotNH = saturate(dot(actualNormalVS, halfVectorVS));
let incomingRadiance = light.color;
let fresnel = fresnelSchlick(dotVH, f0);
let visibility = visibilityGGX(dotNL, dotNV, alpha);
let distribution = distributionGGX(dotNH, alpha);
let scatteredFactor = (1.0 - fresnel) * (1.0 - metallic) * baseColor * INV_PI;
let reflectedFactor = fresnel * visibility * distribution;
outgoingRadiance += (scatteredFactor + reflectedFactor) * incomingRadiance * dotNL;
}
outgoingRadiance += _Global.ambientLight * baseColor * occlusion;
let toneMappedLinearColor = toneMapAcesNarkowicz(outgoingRadiance);
let toneMappedSrgbColor = pow(toneMappedLinearColor, vec3(1.0 / 2.2));
return vec4(toneMappedSrgbColor, 1.0);
}`; }`;
} }