* Materials can now provide custom lighting/shading
When a material uses the "lit" shading model, customSurfaceShading can
be enabled to replace Filament's lighting implementation. When this
feature is enabled, the material *must* provide the following function
in the fragment shader block:
vec3 surfaceShading(
const MaterialInputs materialInputs,
const ShadingData shadingData,
const LightData lightData
) {
return vec3(1.0); // custom lighting here
}
Please refer to the docs in Materials.html for more information about
this feature and the different values provided by the data structures
passed to the function.
* Update docs
* Update docs/Materials.md.html
Co-authored-by: Philip Rideout <philiprideout@gmail.com>
Co-authored-by: Philip Rideout <philiprideout@gmail.com>
199 lines
5.0 KiB
GLSL
199 lines
5.0 KiB
GLSL
// Decide if we can skip lighting when dot(n, l) <= 0.0
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#if defined(SHADING_MODEL_CLOTH)
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#if !defined(MATERIAL_HAS_SUBSURFACE_COLOR)
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#define MATERIAL_CAN_SKIP_LIGHTING
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#endif
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#elif defined(SHADING_MODEL_SUBSURFACE) || defined(MATERIAL_HAS_CUSTOM_SURFACE_SHADING)
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// Cannot skip lighting
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#else
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#define MATERIAL_CAN_SKIP_LIGHTING
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#endif
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struct MaterialInputs {
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vec4 baseColor;
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#if !defined(SHADING_MODEL_UNLIT)
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#if !defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
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float roughness;
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#endif
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#if !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
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float metallic;
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float reflectance;
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#endif
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float ambientOcclusion;
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#endif
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vec4 emissive;
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#if !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SUBSURFACE) && !defined(SHADING_MODEL_UNLIT)
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vec3 sheenColor;
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float sheenRoughness;
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#endif
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float clearCoat;
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float clearCoatRoughness;
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float anisotropy;
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vec3 anisotropyDirection;
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#if defined(SHADING_MODEL_SUBSURFACE) || defined(HAS_REFRACTION)
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float thickness;
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#endif
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#if defined(SHADING_MODEL_SUBSURFACE)
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float subsurfacePower;
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vec3 subsurfaceColor;
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#endif
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#if defined(SHADING_MODEL_CLOTH)
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vec3 sheenColor;
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#if defined(MATERIAL_HAS_SUBSURFACE_COLOR)
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vec3 subsurfaceColor;
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#endif
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#endif
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#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
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vec3 specularColor;
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float glossiness;
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#endif
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#if defined(MATERIAL_HAS_NORMAL)
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vec3 normal;
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#endif
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#if defined(MATERIAL_HAS_BENT_NORMAL)
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vec3 bentNormal;
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#endif
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#if defined(MATERIAL_HAS_CLEAR_COAT) && defined(MATERIAL_HAS_CLEAR_COAT_NORMAL)
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vec3 clearCoatNormal;
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#endif
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#if defined(MATERIAL_HAS_POST_LIGHTING_COLOR)
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vec4 postLightingColor;
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#endif
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#if !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SUBSURFACE) && !defined(SHADING_MODEL_UNLIT)
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#if defined(HAS_REFRACTION)
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#if defined(MATERIAL_HAS_ABSORPTION)
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vec3 absorption;
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#endif
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#if defined(MATERIAL_HAS_TRANSMISSION)
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float transmission;
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#endif
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#if defined(MATERIAL_HAS_IOR)
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float ior;
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#endif
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#if defined(MATERIAL_HAS_MICRO_THICKNESS) && (REFRACTION_TYPE == REFRACTION_TYPE_THIN)
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float microThickness;
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#endif
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#elif !defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
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#if defined(MATERIAL_HAS_IOR)
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float ior;
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#endif
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#endif
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#endif
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};
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void initMaterial(out MaterialInputs material) {
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material.baseColor = vec4(1.0);
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#if !defined(SHADING_MODEL_UNLIT)
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#if !defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
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material.roughness = 1.0;
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#endif
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#if !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
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material.metallic = 0.0;
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material.reflectance = 0.5;
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#endif
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material.ambientOcclusion = 1.0;
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#endif
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material.emissive = vec4(vec3(0.0), 1.0);
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#if !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SUBSURFACE) && !defined(SHADING_MODEL_UNLIT)
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#if defined(MATERIAL_HAS_SHEEN_COLOR)
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material.sheenColor = vec3(0.0);
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material.sheenRoughness = 0.0;
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#endif
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#endif
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#if defined(MATERIAL_HAS_CLEAR_COAT)
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material.clearCoat = 1.0;
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material.clearCoatRoughness = 0.0;
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#endif
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#if defined(MATERIAL_HAS_ANISOTROPY)
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material.anisotropy = 0.0;
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material.anisotropyDirection = vec3(1.0, 0.0, 0.0);
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#endif
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#if defined(SHADING_MODEL_SUBSURFACE) || defined(HAS_REFRACTION)
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material.thickness = 0.5;
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#endif
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#if defined(SHADING_MODEL_SUBSURFACE)
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material.subsurfacePower = 12.234;
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material.subsurfaceColor = vec3(1.0);
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#endif
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#if defined(SHADING_MODEL_CLOTH)
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material.sheenColor = sqrt(material.baseColor.rgb);
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#if defined(MATERIAL_HAS_SUBSURFACE_COLOR)
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material.subsurfaceColor = vec3(0.0);
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#endif
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#endif
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#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
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material.glossiness = 0.0;
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material.specularColor = vec3(0.0);
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#endif
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#if defined(MATERIAL_HAS_NORMAL)
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material.normal = vec3(0.0, 0.0, 1.0);
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#endif
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#if defined(MATERIAL_HAS_BENT_NORMAL)
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material.bentNormal = vec3(0.0, 0.0, 1.0);
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#endif
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#if defined(MATERIAL_HAS_CLEAR_COAT) && defined(MATERIAL_HAS_CLEAR_COAT_NORMAL)
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material.clearCoatNormal = vec3(0.0, 0.0, 1.0);
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#endif
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#if defined(MATERIAL_HAS_POST_LIGHTING_COLOR)
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material.postLightingColor = vec4(0.0);
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#endif
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#if !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SUBSURFACE) && !defined(SHADING_MODEL_UNLIT)
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#if defined(HAS_REFRACTION)
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#if defined(MATERIAL_HAS_ABSORPTION)
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material.absorption = vec3(0.0);
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#endif
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#if defined(MATERIAL_HAS_TRANSMISSION)
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material.transmission = 1.0;
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#endif
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#if defined(MATERIAL_HAS_IOR)
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material.ior = 1.5;
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#endif
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#if defined(MATERIAL_HAS_MICRO_THICKNESS) && (REFRACTION_TYPE == REFRACTION_TYPE_THIN)
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material.microThickness = 0.0;
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#endif
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#elif !defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
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#if defined(MATERIAL_HAS_IOR)
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material.ior = 1.5;
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#endif
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#endif
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#endif
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}
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#if defined(MATERIAL_HAS_CUSTOM_SURFACE_SHADING)
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/** @public-api */
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struct LightData {
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vec4 colorIntensity;
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vec3 l;
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float NdotL;
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vec3 worldPosition;
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float attenuation;
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float visibility;
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};
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/** @public-api */
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struct ShadingData {
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vec3 diffuseColor;
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float perceptualRoughness;
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vec3 f0;
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float roughness;
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};
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#endif
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