//GGX area light approximation from Horizon Zero Dawn float GetNoHSquared(float radiusTan, float NoL, float NoV, float VoL) { float radiusCos = 1.0 / sqrt(1.0 + radiusTan * radiusTan); float RoL = 2.0 * NoL * NoV - VoL; if (RoL >= radiusCos) return 1.0; float rOverLengthT = radiusCos * radiusTan / sqrt(1.0 - RoL * RoL); float NoTr = rOverLengthT * (NoV - RoL * NoL); float VoTr = rOverLengthT * (2.0 * NoV * NoV - 1.0 - RoL * VoL); float triple = sqrt(clamp(1.0 - NoL * NoL - NoV * NoV - VoL * VoL + 2.0 * NoL * NoV * VoL, 0.0, 1.0)); float NoBr = rOverLengthT * triple, VoBr = rOverLengthT * (2.0 * triple * NoV); float NoLVTr = NoL * radiusCos + NoV + NoTr, VoLVTr = VoL * radiusCos + 1.0 + VoTr; float p = NoBr * VoLVTr, q = NoLVTr * VoLVTr, s = VoBr * NoLVTr; float xNum = q * (-0.5 * p + 0.25 * VoBr * NoLVTr); float xDenom = p * p + s * ((s - 2.0 * p)) + NoLVTr * ((NoL * radiusCos + NoV) * VoLVTr * VoLVTr + q * (-0.5 * (VoLVTr + VoL * radiusCos) - 0.5)); float twoX1 = 2.0 * xNum / (xDenom * xDenom + xNum * xNum); float sinTheta = twoX1 * xDenom; float cosTheta = 1.0 - twoX1 * xNum; NoTr = cosTheta * NoTr + sinTheta * NoBr; VoTr = cosTheta * VoTr + sinTheta * VoBr; float newNoL = NoL * radiusCos + NoTr; float newVoL = VoL * radiusCos + VoTr; float NoH = NoV + newNoL; float HoH = 2.0 * newVoL + 2.0; return clamp(NoH * NoH / HoH, 0.0, 1.0); } float SchlickGGX(float NoL, float NoV, float roughness) { float k = roughness * 0.5; float smithL = 0.5 / (NoL * (1.0 - k) + k); float smithV = 0.5 / (NoV * (1.0 - k) + k); return smithL * smithV; } float GGX(vec3 normal, vec3 viewPos, vec3 lightVec, float smoothness, float f0, float sunSize) { float roughness = 1.0 - smoothness; if (roughness < 0.05) roughness = 0.05; float roughnessP = roughness; roughness *= roughness; roughness *= roughness; vec3 halfVec = normalize(lightVec - viewPos); float dotLH = clamp(dot(halfVec, lightVec), 0.0, 1.0); float dotNL = clamp(dot(normal, lightVec), 0.0, 1.0); float dotNV = dot(normal, -viewPos); float dotNH = GetNoHSquared(sunSize, dotNL, dotNV, dot(-viewPos, lightVec)); float denom = dotNH * roughness - dotNH + 1.0; float D = roughness / (3.141592653589793 * denom * denom); float F = exp2((-5.55473 * dotLH - 6.98316) * dotLH) * (1.0 - f0) + f0; float k2 = roughness * 0.5; float specular = max(dotNL * dotNL * D * F / (dotLH * dotLH * (1.0 - k2) + k2), 0.0); specular = max(specular, 0.0); specular = specular / (0.125 * specular + 1.0); float schlick = SchlickGGX(dotNL, dotNV, roughness); schlick = pow(schlick * 0.5, roughnessP); specular *= clamp(schlick, 0.0, 1.25); if (sunVisibility == 0.0) specular *= float(moonPhase == 0) * 0.35 + 0.65 - float(moonPhase == 4) * 0.65; else specular *= 1.5; return specular * (1.0 - isEyeInWater*0.75); } float stylisedGGX(vec3 normal, vec3 oldNormal, vec3 nViewPos, vec3 lightVec, float f0) { vec3 halfVec = normalize(lightVec - nViewPos); float dotLH = clamp(dot(halfVec, lightVec), 0.0, 1.0); float dotOldL = clamp(dot(oldNormal, lightVec), 0.0, 1.0); float dotNmOL = clamp(dot(normal - oldNormal, lightVec), 0.0, 1.0); float sunSize = 0.037; float dotNH = GetNoHSquared(sunSize, dotOldL, dot(oldNormal, -nViewPos), dot(-nViewPos, lightVec)); dotOldL *= dotOldL; float roughness = 0.05; float denom = dotNH * roughness - dotNH + 1.0; float D = roughness / (3.141592653589793 * denom * denom); float F = exp2((-5.55473 * dotLH - 6.98316) * dotLH) * (1.0 - f0) + f0; float k2 = roughness * 0.25; float specular = max(dotOldL * D * F / (dotLH * dotLH * (1.0 - k2) + k2), 0.0); specular = max(specular, 0.0); specular = specular / (0.125 * specular + 1.0); dotNmOL *= dotNH * dotNH; dotNmOL *= dotNmOL * 350.0 * SUN_MOON_WATER_REF; dotNmOL *= dotNmOL; dotNmOL = max(dotNmOL * 0.25, sunVisibility * pow2(dotNmOL * dotNmOL)); specular *= 0.075 + 9.0 * min(dotNmOL * 6.0, 50.0); specular *= 0.4 + 1.71 * dotOldL; if (sunVisibility == 0.0) { specular *= 0.25 * MOON_WATER_REF; specular *= float(moonPhase == 0) * 0.35 + 0.65 - float(moonPhase == 4) * 0.65; } return max(specular * (1.0 - isEyeInWater*0.75), 0.0); } vec3 GetMetalCol(float f0) { int metalidx = int(f0 * 255.0); if (metalidx == 230) return vec3(0.24867, 0.22965, 0.21366); if (metalidx == 231) return vec3(0.88140, 0.57256, 0.11450); if (metalidx == 232) return vec3(0.81715, 0.82021, 0.83177); if (metalidx == 233) return vec3(0.27446, 0.27330, 0.27357); if (metalidx == 234) return vec3(0.84430, 0.48677, 0.22164); if (metalidx == 235) return vec3(0.36501, 0.35675, 0.37653); if (metalidx == 236) return vec3(0.42648, 0.37772, 0.31138); if (metalidx == 237) return vec3(0.91830, 0.89219, 0.83662); return vec3(1.0); } vec3 GetSpecularHighlight(float smoothness, float metalness, float f0, vec3 specularColor, vec3 rawAlbedo, vec3 shadow, vec3 normal, vec3 viewPos) { if (dot(shadow, shadow) < 0.001) return vec3(0.0); #ifdef END smoothness *= 0.0; #endif float specular = GGX(normal, normalize(viewPos), lightVec, smoothness, f0, 0.01 * sunVisibility + 0.06); specular *= sqrt1inv(rainStrengthS); #ifdef SHADOWS specular *= shadowFade; #endif specularColor = pow(specularColor, vec3(1.0 - 0.5 * metalness)); #ifdef COMPBR specularColor *= pow(rawAlbedo, vec3(metalness * 0.8)); #else #if RP_SUPPORT == 3 if (metalness > 0.5) { if (f0 < 1.0) specularColor *= GetMetalCol(f0); else specularColor *= rawAlbedo; } #else specularColor *= pow(rawAlbedo, vec3(metalness)); #endif #endif return specular * specularColor * shadow; }