Created
July 1, 2022 10:12
-
-
Save lyuma/8268047e10ebca9436a2cdcd960e0c6f to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/*************************************************************************/ | |
/* default_godot_light_function.gdshader */ | |
/*************************************************************************/ | |
/* This file is part of: */ | |
/* GODOT ENGINE */ | |
/* https://godotengine.org */ | |
/*************************************************************************/ | |
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ | |
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ | |
/* */ | |
/* Permission is hereby granted, free of charge, to any person obtaining */ | |
/* a copy of this software and associated documentation files (the */ | |
/* "Software"), to deal in the Software without restriction, including */ | |
/* without limitation the rights to use, copy, modify, merge, publish, */ | |
/* distribute, sublicense, and/or sell copies of the Software, and to */ | |
/* permit persons to whom the Software is furnished to do so, subject to */ | |
/* the following conditions: */ | |
/* */ | |
/* The above copyright notice and this permission notice shall be */ | |
/* included in all copies or substantial portions of the Software. */ | |
/* */ | |
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ | |
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ | |
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ | |
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ | |
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ | |
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ | |
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ | |
/*************************************************************************/ | |
// Mostly compatible with Godot 3 and Godot 4. | |
float SchlickFresnel(float u) { | |
float m = 1.0 - u; | |
float m2 = m * m; | |
return m2 * m2 * m; | |
} | |
float G_GGX_2cos(float cos_theta_m, float alpha) { | |
float k = 0.5 * alpha; | |
return 0.5 / (cos_theta_m * (1.0 - k) + k); | |
} | |
float D_GGX(float cos_theta_m, float alpha) { | |
float alpha2 = alpha * alpha; | |
float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m; | |
return alpha2 / (3.1415926 * d * d); | |
} | |
vec3 F0(float xmetallic, float xspecular, vec3 xalbedo) { | |
float dielectric = 0.16 * xspecular * xspecular; | |
return mix(vec3(dielectric), xalbedo, vec3(xmetallic)); | |
} | |
void light() { | |
// TODO: RIM, RIM_TINT and SPECULAR must be assigned using varying | |
float xxRIM = 1.0; //rim; | |
float xxRIM_TINT = 1.0; //rim_tint; | |
float xxSPECULAR = 0.5; //specular; | |
// Default Godot BRDF. | |
float NdotL = dot(NORMAL, LIGHT); | |
float cNdotL = max(NdotL, 0.0); // clamped NdotL | |
float NdotV = dot(NORMAL, VIEW); | |
float cNdotV = max(NdotV, 0.0); | |
vec3 H = normalize(VIEW + LIGHT); | |
float cNdotH = max(dot(NORMAL, H), 0.0); | |
float cLdotH = max(dot(LIGHT, H), 0.0); | |
float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance | |
{ | |
float FD90_minus_1 = 2.0 * cLdotH * cLdotH * ROUGHNESS - 0.5; | |
float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV); | |
float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL); | |
diffuse_brdf_NL = (1.0 / 3.1415926) * FdV * FdL * cNdotL; | |
} | |
DIFFUSE_LIGHT += 1.0 * LIGHT_COLOR * ALBEDO * diffuse_brdf_NL * ATTENUATION; | |
// gd 3.0 only: DIFFUSE_LIGHT += LIGHT_COLOR * ALBEDO * (vec3(1.0 / 3.1415926) - diffuse_brdf_NL) * TRANSMISSION * ATTENUATION; | |
float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - ROUGHNESS) * 16.0)); | |
DIFFUSE_LIGHT += rim_light * xxRIM * mix(vec3(1.0), ALBEDO, xxRIM_TINT) * LIGHT_COLOR; | |
if (ROUGHNESS > 0.0) { | |
float alpha_ggx = roughness * roughness; | |
float D = D_GGX(cNdotH, alpha_ggx); | |
float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx); | |
// F | |
vec3 f0 = F0(METALLIC, xxSPECULAR, ALBEDO); | |
float cLdotH5 = SchlickFresnel(cLdotH); | |
vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0); | |
vec3 specular_brdf_NL = cNdotL * D * F * G; | |
SPECULAR_LIGHT += specular_brdf_NL * LIGHT_COLOR * ATTENUATION; | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment