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Silly-Home/Assets/Filamented/FilamentShadingSubsurface.cginc

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HLSL

#ifndef FILAMENT_SHADING_SUBSURFACE_INCLUDED
#define FILAMENT_SHADING_SUBSURFACE_INCLUDED
#include "FilamentBRDF.cginc"
/**
* Evalutes lit materials with the subsurface shading model. This model is a
* combination of a BRDF (the same used in shading_model_standard.fs, refer to that
* file for more information) and of an approximated BTDF to simulate subsurface
* scattering. The BTDF itself is not physically based and does not represent a
* correct interpretation of transmission events.
*/
half3 surfaceShading(const ShadingParams shading, const PixelParams pixel, const Light light, half occlusion) {
half3 h = normalize(shading.view + light.l);
half NoL = light.NoL;
half NoH = saturate(dot(shading.normal, h));
half LoH = saturate(dot(light.l, h));
half3 NxH = cross(shading.normal, h);
half3 Fr = 0.0;
if (NoL > 0.0) {
// specular BRDF
half D = distribution(pixel.roughness, NoH, NxH, h);
half V = visibility(pixel.roughness, shading.NoV, NoL);
half3 F = fresnel(pixel.f0, LoH);
Fr = (D * V) * F * pixel.energyCompensation;
}
// diffuse BRDF
half3 Fd = pixel.diffuseColor * diffuse(pixel.roughness, shading.NoV, NoL, LoH);
// NoL does not apply to transmitted light
half3 color = (Fd + Fr) * (NoL * occlusion);
// subsurface scattering
// Use a spherical gaussian approximation of pow() for forwardScattering
// We could include distortion by adding shading.normal * distortion to light.l
half scatterVoH = saturate(dot(shading.view, -light.l));
half forwardScatter = exp2(scatterVoH * pixel.subsurfacePower - pixel.subsurfacePower);
half backScatter = saturate(NoL * pixel.thickness + (1.0 - pixel.thickness)) * 0.5;
half subsurface = lerp(backScatter, 1.0, forwardScatter) * (1.0 - pixel.thickness);
color += pixel.subsurfaceColor * (subsurface * Fd_Lambert());
// TODO: apply occlusion to the transmitted light
return (color * light.colorIntensity.rgb) * (light.colorIntensity.w * light.attenuation);
}
#endif // FILAMENT_SHADING_SUBSURFACE_INCLUDED