Files
filament/shaders/src/material_inputs.fs
Romain Guy 0a5c068cb6 Switch specular AA to Tokuyoshi and Kaplanyan (#1218)
This replaces the previous "curvature to roughness" method. Both are related
and rely on the screen space variance of geometric normals but this new
solution offers more control (the screen space variance and the clamping
threshold can be controlled).
2019-05-23 12:56:26 -07:00

115 lines
2.8 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)
// 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;
float clearCoat;
float clearCoatRoughness;
float anisotropy;
vec3 anisotropyDirection;
#if defined(SHADING_MODEL_SUBSURFACE)
float thickness;
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_CLEAR_COAT) && defined(MATERIAL_HAS_CLEAR_COAT_NORMAL)
vec3 clearCoatNormal;
#endif
#if defined(MATERIAL_HAS_POST_LIGHTING_COLOR)
vec4 postLightingColor;
#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(0.0);
#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)
material.thickness = 0.5;
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_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);
#endif
}