Files
filament/shaders/src/material_inputs.fs
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

219 lines
5.5 KiB
GLSL

// Decide if we can skip lighting when dot(n, l) <= 0.0
#if defined(SHADING_MODEL_CLOTH)
#if !defined(MATERIAL_HAS_SUBSURFACE_COLOR)
#define MATERIAL_CAN_SKIP_LIGHTING
#endif
#elif defined(SHADING_MODEL_SUBSURFACE) || defined(MATERIAL_HAS_CUSTOM_SURFACE_SHADING)
// Cannot skip lighting
#else
#define MATERIAL_CAN_SKIP_LIGHTING
#endif
struct MaterialInputs {
vec4 baseColor;
#if !defined(SHADING_MODEL_UNLIT)
#if !defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
float roughness;
#endif
#if !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
float metallic;
float reflectance;
#endif
float ambientOcclusion;
#endif
vec4 emissive;
#if !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SUBSURFACE) && !defined(SHADING_MODEL_UNLIT)
vec3 sheenColor;
float sheenRoughness;
#endif
float clearCoat;
float clearCoatRoughness;
float anisotropy;
vec3 anisotropyDirection;
#if defined(SHADING_MODEL_SUBSURFACE) || defined(MATERIAL_HAS_REFRACTION)
float thickness;
#endif
#if defined(SHADING_MODEL_SUBSURFACE)
float subsurfacePower;
vec3 subsurfaceColor;
#endif
#if defined(SHADING_MODEL_CLOTH)
vec3 sheenColor;
#if defined(MATERIAL_HAS_SUBSURFACE_COLOR)
vec3 subsurfaceColor;
#endif
#endif
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
vec3 specularColor;
float glossiness;
#endif
#if defined(MATERIAL_HAS_NORMAL)
vec3 normal;
#endif
#if defined(MATERIAL_HAS_BENT_NORMAL)
vec3 bentNormal;
#endif
#if defined(MATERIAL_HAS_CLEAR_COAT) && defined(MATERIAL_HAS_CLEAR_COAT_NORMAL)
vec3 clearCoatNormal;
#endif
#if defined(MATERIAL_HAS_POST_LIGHTING_COLOR)
vec4 postLightingColor;
float postLightingMixFactor;
#endif
#if !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SUBSURFACE) && !defined(SHADING_MODEL_UNLIT)
#if defined(MATERIAL_HAS_REFRACTION)
#if defined(MATERIAL_HAS_ABSORPTION)
vec3 absorption;
#endif
#if defined(MATERIAL_HAS_TRANSMISSION)
float transmission;
#endif
#if defined(MATERIAL_HAS_IOR)
float ior;
#endif
#if defined(MATERIAL_HAS_MICRO_THICKNESS) && (REFRACTION_TYPE == REFRACTION_TYPE_THIN)
float microThickness;
#endif
#elif !defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
#if defined(MATERIAL_HAS_IOR)
float ior;
#endif
#endif
#endif
#if defined(MATERIAL_HAS_SPECULAR_FACTOR)
float specularFactor;
#endif
#if defined(MATERIAL_HAS_SPECULAR_COLOR_FACTOR)
vec3 specularColorFactor;
#endif
};
void initMaterial(out MaterialInputs material) {
material.baseColor = vec4(1.0);
#if !defined(SHADING_MODEL_UNLIT)
#if !defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
material.roughness = 1.0;
#endif
#if !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
material.metallic = 0.0;
material.reflectance = 0.5;
#endif
material.ambientOcclusion = 1.0;
#endif
material.emissive = vec4(vec3(0.0), 1.0);
#if !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SUBSURFACE) && !defined(SHADING_MODEL_UNLIT)
#if defined(MATERIAL_HAS_SHEEN_COLOR)
material.sheenColor = vec3(0.0);
material.sheenRoughness = 0.0;
#endif
#endif
#if defined(MATERIAL_HAS_CLEAR_COAT)
material.clearCoat = 1.0;
material.clearCoatRoughness = 0.0;
#endif
#if defined(MATERIAL_HAS_ANISOTROPY)
material.anisotropy = 0.0;
material.anisotropyDirection = vec3(1.0, 0.0, 0.0);
#endif
#if defined(SHADING_MODEL_SUBSURFACE) || defined(MATERIAL_HAS_REFRACTION)
material.thickness = 0.5;
#endif
#if defined(SHADING_MODEL_SUBSURFACE)
material.subsurfacePower = 12.234;
material.subsurfaceColor = vec3(1.0);
#endif
#if defined(SHADING_MODEL_CLOTH)
material.sheenColor = sqrt(material.baseColor.rgb);
#if defined(MATERIAL_HAS_SUBSURFACE_COLOR)
material.subsurfaceColor = vec3(0.0);
#endif
#endif
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
material.glossiness = 0.0;
material.specularColor = vec3(0.0);
#endif
#if defined(MATERIAL_HAS_NORMAL)
material.normal = vec3(0.0, 0.0, 1.0);
#endif
#if defined(MATERIAL_HAS_BENT_NORMAL)
material.bentNormal = vec3(0.0, 0.0, 1.0);
#endif
#if defined(MATERIAL_HAS_CLEAR_COAT) && defined(MATERIAL_HAS_CLEAR_COAT_NORMAL)
material.clearCoatNormal = vec3(0.0, 0.0, 1.0);
#endif
#if defined(MATERIAL_HAS_POST_LIGHTING_COLOR)
material.postLightingColor = vec4(0.0);
material.postLightingMixFactor = 1.0;
#endif
#if !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SUBSURFACE) && !defined(SHADING_MODEL_UNLIT)
#if defined(MATERIAL_HAS_REFRACTION)
#if defined(MATERIAL_HAS_ABSORPTION)
material.absorption = vec3(0.0);
#endif
#if defined(MATERIAL_HAS_TRANSMISSION)
material.transmission = 1.0;
#endif
#if defined(MATERIAL_HAS_IOR)
material.ior = 1.5;
#endif
#if defined(MATERIAL_HAS_MICRO_THICKNESS) && (REFRACTION_TYPE == REFRACTION_TYPE_THIN)
material.microThickness = 0.0;
#endif
#elif !defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
#if defined(MATERIAL_HAS_IOR)
material.ior = 1.5;
#endif
#endif
#endif
#if defined(MATERIAL_HAS_SPECULAR_FACTOR)
material.specularFactor = 1.0;
#endif
#if defined(MATERIAL_HAS_SPECULAR_COLOR_FACTOR)
material.specularColorFactor = vec3(1.0);
#endif
}
#if defined(MATERIAL_HAS_CUSTOM_SURFACE_SHADING)
/** @public-api */
struct LightData {
vec4 colorIntensity;
vec3 l;
float NdotL;
vec3 worldPosition;
float attenuation;
float visibility;
};
/** @public-api */
struct ShadingData {
vec3 diffuseColor;
float perceptualRoughness;
vec3 f0;
float roughness;
};
#endif