added radiance when using clear color and fixed brdf

This commit is contained in:
clayjohn 2019-04-10 07:55:02 -07:00
parent f52c294a74
commit 5c252092e1
4 changed files with 54 additions and 44 deletions

View file

@ -1802,6 +1802,7 @@ FRAGMENT_SHADER_CODE
ambient_light = vec3(0.0, 0.0, 0.0);
#else
ambient_light = ambient_light_color.rgb;
env_reflection_light = bg_color.rgb * bg_energy;
#endif //AMBIENT_LIGHT_DISABLED
#endif
@ -1813,6 +1814,39 @@ FRAGMENT_SHADER_CODE
specular_blob_intensity *= specular * 2.0;
#endif
#ifdef USE_FORWARD_LIGHTING
highp vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
highp vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < reflection_count; i++) {
reflection_process(reflection_indices[i], vertex, normal, binormal, tangent, roughness, anisotropy, ambient_light, env_reflection_light, reflection_accum, ambient_accum);
}
if (reflection_accum.a > 0.0) {
specular_light += reflection_accum.rgb / reflection_accum.a;
} else {
specular_light += env_reflection_light;
}
#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE)
if (ambient_accum.a > 0.0) {
ambient_light = ambient_accum.rgb / ambient_accum.a;
}
#endif
// scales the specular reflections, needs to be be computed before lighting happens,
// but after environment and reflection probes are added
// Environment brdf approximation (Lazarov 2013)
// see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
vec4 r = roughness * c0 + c1;
float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0);
float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
vec3 f0 = F0(metallic, specular, albedo);
env_reflection_light *= env.x * f0 + env.y;
#if defined(USE_LIGHT_DIRECTIONAL)
vec3 light_attenuation = vec3(1.0);
@ -2004,25 +2038,6 @@ FRAGMENT_SHADER_CODE
}
#endif
#ifdef USE_FORWARD_LIGHTING
highp vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
highp vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < reflection_count; i++) {
reflection_process(reflection_indices[i], vertex, normal, binormal, tangent, roughness, anisotropy, ambient_light, env_reflection_light, reflection_accum, ambient_accum);
}
if (reflection_accum.a > 0.0) {
specular_light += reflection_accum.rgb / reflection_accum.a;
} else {
specular_light += env_reflection_light;
}
#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE)
if (ambient_accum.a > 0.0) {
ambient_light = ambient_accum.rgb / ambient_accum.a;
}
#endif
#ifdef USE_VERTEX_LIGHTING
diffuse_light *= albedo;
@ -2063,18 +2078,6 @@ FRAGMENT_SHADER_CODE
#if defined(DIFFUSE_TOON)
//simplify for toon, as
specular_light *= specular * metallic * albedo * 2.0;
#else
// Environment brdf approximation (Lazarov 2013)
// see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
vec4 r = roughness * c0 + c1;
float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0);
float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
vec3 f0 = F0(metallic, specular, albedo);
specular_light *= env.x * f0 + env.y;
#endif
}