Commit Graph

22 Commits

Author SHA1 Message Date
Ben Doherty
7847220aba Materials: allow specifying the shader stages for samplers (#8720) 2025-05-12 14:20:11 -07:00
Mathias Agopian
6b91f30389 Materials can now specify a shadow attenuation factor (#8540)
* Materials can now specify a shadow strength factor

Materials have a new property: shadowStrength that can be used to
attenuate all shadows received by this material. e.g.:

```
void material(inout MaterialInputs material) {
  prepareMaterial(material);
  material. shadowStrength = 0.1;
}
```

FIXES=[391663042]

Co-authored-by: Powei Feng <powei@google.com>

---------

Co-authored-by: Powei Feng <powei@google.com>
2025-03-20 14:03:52 -07:00
toddZ_CG
e4a0bb8fa0 Add support for KHR_materials_Specular (#7564)
Co-authored-by: Todd Zhang <toddzx@amazon.com>
Co-authored-by: Romain Guy <romain.guy@gmail.com>
Co-authored-by: Mathias Agopian <mathias@google.com>
2024-06-21 17:06:17 +00:00
Mathias Agopian
c3057e17bb add post-lighting mix factor support
This adds a new material property (float postLightingMixFactor) which
is used to mix the original color with the post-lighting blended color.
The default value is 1.0, which keeps the current behavior.

FIXES=[328498606]
2024-03-08 10:32:21 -08:00
Ben Doherty
6cab8d2cd4 Expose specialization constants to materials as constant parameters (#6652) 2023-04-11 11:09:53 -07:00
Mathias Agopian
b21d633c0c check that user materials don't exceed their allowed features (#6030)
* check that user materials don't exceed their allowed features

* backend sampler limits now take feature level into account


- in the backend, the constants are now in an array indexed by the 
  feature level

- samplerBindingMap now asserts only what it can.

- matc (filamat) now logs the user samplers when an error is detected.
2022-09-02 16:37:19 -07:00
Philip Rideout
0a2fa36d5a API CHANGE: honor user-defined precision, rename SamplerPrecision. (#4287)
* API CHANGE: honor user-defined precision, rename SamplerPrecision.

matc now honors 'precision' on non-samplers in mat files, and
the filamat API now allows clients to specify precision for
non-samplers.

This involved flattening a union that is internal to filamat.

* MaterialBuilder: Add Java bindings for precision.
2021-07-09 17:32:08 -07:00
Romain Guy
2895530e09 Add support for sheenColor and sheenRoughness (#3358)
* Add support for sheenColor and sheenRoughness

This work is necessary to support the glTF extension KHR_materials_sheen.
This change effectively adds the specular lobe from the cloth material
model to the base material model. The cloth model remains useful for
its extra subsurface color feature but also because it's cheaper.

* Add support for KHR_materials_sheen to gltfio

* Update documentation

* Document default shading values
2020-12-12 11:07:40 -08:00
Ben Doherty
e7250571e7 Add subpass parameter type to materials (#3193) 2020-10-19 16:28:26 -06:00
Ben Doherty
62d06592d3 VSM: add support for mipmaps and anisotropic sampling (#3185) 2020-10-14 11:48:23 -06:00
Ben Doherty
b0c11c17e9 Add outputs block to material definition (#2823) 2020-07-20 16:48:00 -07:00
Pixelflinger
c619f089e7 add support for 3D textures
Only gl backend in this PR.
2020-05-19 14:09:16 -07:00
Romain Guy
92b2dd835d Add support for bent normals (#2303)
* Add support for bent normals

Bent normals can be enabled via the bentNormal property of a material.
When specular occlusion is enabled, bent normals improve the quality
of the computation.

* Save a couple of multiplications in bent specular AO
2020-03-29 17:00:03 -07:00
Mathias Agopian
cc9a1d446c added the concept of micro thickness for thin objects
When dealing with thin objects we really have two thicknesses to 
consider, the thickness in the direction of the normal, which 
corresponds to the value used for solid objects, and the thickness of
the object's walls, which generally is a constant.

Reusing thickness in the later case is problematic for assets that have
a thickness map, but are rendered hollow.

In the future we can even imagine handling double-sided hollow objects
by using the thickness information -- e.g. a hollow cube.
2019-12-08 22:18:18 -08:00
Mathias Agopian
4790cb5009 Allow materials to override the IOR
Normally the IOR is deduced from the reflectance, but now we allow to
specify the IOR instead or in addition to the reflectance.
In the later case, it's possible to create physically impossible
materials, but this can be useful for artistic reasons.
2019-12-08 22:18:18 -08:00
Pixelflinger
0371a805ed basic refraction 2019-12-08 22:18:18 -08:00
Pixelflinger
57b48e0719 address reviewers comments
- get rid of "thin layer thickness" property
- make absorption a vec3
2019-12-08 22:18:18 -08:00
Mathias Agopian
eb767abc55 Add material properties needed for refraction 2019-12-08 22:18:18 -08:00
Romain Guy
b0d116632c Add the ability to modify clip space coordinates in the vertex shader (#1704)
* Add the ability to modify clip space coordinates in the vertex shader

This introduces MaterialVertexInputs.clipSpaceTransform, a mat4 that
is applied to gl_Position before exiting the vertex stage.

* Address code review comments
2019-09-28 14:15:32 +03:00
Philip Rideout
77237fd3fa Rename specular-glossiness parameters to their canonical names. (#1086)
* Rename specular-glossiness parameters to their canonical names.

* Remove roughness from MaterialInputs for specular-glossiness.
2019-04-10 07:10:27 -07:00
Romain Guy
ab12d1d1bb Add postLightingColor property to materials (#1057)
* Add postLightingColor property to materials

This property can be used to modify the color computed in the lighting
passes of the materials. That color is blended with the computed color
according to the postLightingBlending option (add, transparent or opaque).

* Remove test

* Update docs

* Address code review comment

* Switch postLightingColor default blend mode to transparent
2019-03-29 10:02:07 -07:00
Ben Doherty
b5fa822e86 Move GLSLPostProcessor and dependencies into filamat (#500)
* Move GLSLPostProcessor into filamat
2018-11-20 12:30:26 -08:00