Commit Graph

145 Commits

Author SHA1 Message Date
Mathias Agopian
79f8947bfa Improve thin layer refraction
We now take into account the light bouncing between the two interfaces
of the materials. We can do this because we assume thin surfaces, 
meaning that the light will exit where it entered and with the same
direction that the specular.

This strengthen the specular at grazing angles (and reduces the transmission).
2019-12-08 22:18:18 -08:00
Mathias Agopian
160a22519e Use unclamped roughness for IBls
This allows us to have sharp reflection and refraction -- the later
is very important.
2019-12-08 22:18:18 -08:00
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
b78ea90c27 apply thin roughness remapping to solid as well
this is because for solids we're also handling both interfaces in one
go (as opposed to calculate the actual btdf), and roughness should
depend on the ior.

Also rename some variables for less confusion (we now use 
incident(I)/refracted(R)).
2019-12-08 22:18:18 -08:00
Mathias Agopian
cbb5d2b423 fix typos and rename refraction to refractionMode 2019-12-08 22:18:18 -08:00
Pixelflinger
c759743e40 Don't saturate absorption, unless it's a constant
Update documentation.
2019-12-08 22:18:18 -08:00
Pixelflinger
3b2ecc6003 Fix a material compiling issue when thickness wasn't defined
We also now assume a thickness of 0, if it's not set in the material.
We don't want to assume any particular thickness, because it depends
on the scene's scale.

Also clamp the remapped roughness.
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
1ccae61d40 shader plumbing for screen-space refraction
In this PR, the filament side is missing, so we're outputting back.
But all codepaths in the shader are implemented:
 cubemap/screenspace, solid/thin
2019-12-08 22:18:18 -08:00
Mathias Agopian
f670472e55 implement thin layers 2019-12-08 22:18:18 -08:00
Mathias Agopian
8d7866b58d apply fresnel to refraction
fixes white furnace test.
2019-12-08 22:18:18 -08:00
Mathias Agopian
179bf03caf implement absorption 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
565002a918 Remove obsolete comment 2019-12-02 14:23:12 -08:00
Ben Doherty
59ceb05f99 Add support for mapping individual planes of iOS external images (#1917) 2019-11-27 10:38:13 -08:00
Pixelflinger
6246f20e63 Always use SH3 for indirect lighting
We used to use SH2 on mobile/webgl, but the quality degradation is too
prominent. This adds ~16 adds though.
2019-11-19 14:00:37 -08:00
Tim Psiaki
64a70c7c18 Flip Tangents and Bitangents on backfaces. 2019-11-13 11:31:57 -08:00
Philip Rideout
8872227af5 Fix normals with skinning when there is no normal map.
I tested this with the CesiumMan model, the lighting seems improved
around his hands.

Fixes #1848.
2019-11-11 15:03:17 -08:00
flashk
fc76ed9949 clampNoV function ignores argument
The "clampNoV" shader function is ignoring the passed dot product argument and recomputing the dot product itself. This will result in the wrong NoV value being used for clear coat IBL computations.
2019-11-08 15:34:25 -08:00
Romain Guy
35959b547c Use unnormalized vectors to compute bump mapping. (#1813)
If we assume the tangents and bitangents were generated using mikktspace,
we should use the unnormalized vectors, as indicated at mikktspace.com
or in http://www.metalliandy.com/mikktspace/downloads/mikktspace/mikktspace.h
(see last comment at the end of the file).
2019-10-29 09:41:15 +00:00
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
561221fdc3 Rename PostProcessVertexInputs uv to normalizedUV. 2019-09-16 09:04:14 -07:00
Philip Rideout
8548afa231 Fix full-screen triangle winding and tex coords.
If you tried removing `culling: none` from any post-process materials,
everything would be fine in GL but Vulkan would be black because
our full-screen triangle was back-facing.

Continue reading only if you thrive in absurd situations.

- Metal and OpenGL define clip space as Y-up whereas Vulkan is Y-down.
- Metal and Vulkan define tex coords as Y-down whereas OpenGL is Y-up.
2019-09-16 09:04:14 -07:00
Philip Rideout
803e695d5c Add "uvToRenderTargetUV" to public shading API.
Fixes #1626.
2019-09-16 09:03:30 -07:00
Ben Doherty
d849231caf Remove old post-process shader pipeline (#1631) 2019-09-13 09:29:28 -07:00
Ben Doherty
57e7280ac9 Remove post-process uniform / sampler blocks (#1624) 2019-09-11 16:57:48 -07:00
Ben Doherty
7c24a1bbaa Add custom vertex shaders for post-process materials (#1606) 2019-09-09 09:17:35 -07:00
Romain Guy
6a8e6d45b5 Improve materials under white furnace test (#1563)
* Improve materials under white furnace test

Two major changes:
- Mobile target now implements a cheaper variant of the off specular
  peak bias (which moves the reflected vector towards the normal).
  This greatly helps with rough surfaces that may otherwise point
  toward a bright part of the IBL.
- The indirect diffuse love is now properly attenuated to avoid adding
  the energy reflected by the specular layer. This allows dielectrics
  to be correctly energy conserving under a white furnace.
- Tweak the (hacky) clear coat layer attenuation to behave properly
  under a white furnace.

* Use the same reflected vector modification everywhere
2019-08-28 10:39:57 -07:00
Ben Doherty
6ba20f29d4 Fix normal mapping with skinning or morphing in Metal (#1530) 2019-08-16 17:24:01 -07:00
Philip Rideout
2460f9e721 Better Adreno workaround for #1096.
This is an improved workaround for a known limitation with Vulkan
drivers on Android P. The offending SPIR-V sequence was introduced
during shader optimization and can be avoided by using full precision
for certain variables.
2019-08-13 11:36:59 -07:00
Philip Rideout
18a0bd70fb Restore accidental removal of Adreno workaround. 2019-08-12 11:42:16 -07:00
Philip Rideout
38955a91e5 matinfo: fix ordering of analyze-spirv output. 2019-08-12 11:40:36 -07:00
Philip Rideout
0bd9515b3d Add getWorldOffset() shader API, enhance docs.
This allows advanced shader authors like myself to get coordinates
in the API level world space.

Fixes #1485.
2019-08-09 08:28:28 -07:00
prideout
44c7d3ac34 Add workaround for Adreno Vulkan shader bug.
Fixes #1096.
2019-07-30 10:20:21 -07:00
Philip Rideout
90c17ccbad Filament now supports GPU vertex morphing.
This works by aliasing CUSTOM0 - CUSTOM7 to morphing attributes, and by
extending our existing skinning variant.

This PR was tested against some upcoming changes to gltfio.

Issue #1149, #1417
2019-07-26 17:53:46 -04:00
Romain Guy
7b80b31365 Remove unused parameter 2019-07-23 10:04:18 -07:00
Ben Doherty
82c7e4d988 Add new post-process functions (#1400) 2019-07-11 14:06:26 -07:00
Ben Doherty
b15abe9e5e Rename post-process generator functions (#1395) 2019-07-11 10:44:46 -07:00
Philip Rideout
c2c546d671 Add support for custom vertex attributes.
This is a prep step for the upcoming morph feature and does not require
a bump to our material version number.

Stay tuned for a new sample app that demonstrates this feature.
2019-07-11 09:00:10 -07:00
Ben Doherty
725c978545 Remove yOffset uniform (#1382) 2019-07-10 15:30:00 -07:00
Romain Guy
14248621fe Workaround for a Mali driver bug (#1337)
Fixes #1320
2019-06-21 09:57:50 -07:00
Mathias Agopian
d955e733bf remove RGBM support for skybox and ibl cubemap 2019-06-20 14:36:37 -07:00
Romain Guy
4fee4d8da2 Don't use clear coat roughness as base roughness if clear coat is 0 (#1323)
This change finds the max of the clear coat and base layer roughness
then lerps the base layer roughness according to the amount of clear
coat.
2019-06-19 15:22:09 -07:00
Romain Guy
b1242163f7 Make CMake 3.10 the minimum version, add LTO option (#1316)
* Make CMake 3.10 the minimum version, add LTO option

* Install a newer CMake on Linux CI builds

* Update LLVM and Cmake on Windows CI

* Update build/windows/ci-common.bat

Co-Authored-By: Ben Doherty <benjdoherty15@gmail.com>

* Update formatting

* Apply suggestions from code review

* Update build/windows/ci-common.bat

* Update CMake

* Switch Android projects back to CMake 3.6
2019-06-19 12:53:03 -07:00
Romain Guy
33a8c9da7e Don't enable specularAO and multiBounceAO by default on mobile (#1319) 2019-06-19 11:04:40 -07:00
Pixelflinger
37facf7f7b fix build breakage on OpenGL ES targets 2019-06-19 01:25:37 -07:00
Mathias Agopian
1d20973363 IBL cubemaps can now be any size.
⚠️ breaks materials

There used to be a constraint that ibl cubemap needed to be
256x256. This constraint is now relaxed. IBL cubemaps can be any size.

We also add 16 float4 of padding to the frameUniform, which brings
its size to 1 KiB, the idea is to prevent more breakages in the
future.
2019-06-18 18:39:06 -07:00
Romain Guy
7fadc438ec Add Filmic ALU tone mapping operator (#1286)
This change also cleans up tone mapping and transfer functions by
getting rid of unused code paths
2019-06-11 12:15:44 -07:00