my customized Disney BRDF for Anisotropic : One directional light




anisotropic

GTR2_aniso

 1 / (PI * ax * ay * sqr(sqr(HdotX / ax) + sqr(HdotY / ay) + NdotH * NdotH));

PI*ax*ay*sqr(dot(H,X)/ax)

H = normalize(L + V);

sqr(dot(H,X)/ax)
dot(H,X)/ax
sqr(dot(H,X)/ax),dot(H,X)/ax, dot(H,X)/ax
Ds = GTR2_aniso(NdotH, dot(H, X), dot(H, Y), ax, ay);





smithG_GGX_aniso 
1 / (NdotV + sqrt(sqr(VdotX * ax) + sqr(VdotY * ay) + sqr(NdotV)));
smithG_GGX_aniso(NdotL, dot(L, X), dot(L, Y), ax, ay)
smithG_GGX_aniso(NdotV, dot(V, X), dot(V, Y), ax, ay)
Gs = smithG_GGX_aniso(NdotL, dot(L, X), dot(L, Y), ax, ay) 
* smithG_GGX_aniso(NdotV, dot(V, X), dot(V, Y), ax, ay)


smithG_GGX
float a = alphaG * alphaG;
float b = NdotV * NdotV;
return 1 / (NdotV + sqrt(a + b - a * b));
smithG_GGX(NdotL, .25)
smithG_GGX(NdotV, .25)
Gr = smithG_GGX(NdotL, .25) * smithG_GGX(NdotV, .25);



Sheen


pow((1-LdotH),5)
light oposite dot

Fs = lerp(Cspec0, float3(1, 1, 1), FH);

FH * sheen * Csheen; (FH)
Fr = lerp(.04, 1.0, FH);



GTR1
if (a >= 1) return 1 / PI;
float a2 = a * a;
float t = 1 + (a2 - 1) * NdotH * NdotH;
return (a2 - 1) / (PI * log(a2) * t);

Dr = GTR1(NdotH, lerp(.1, .001, clearcoatGloss));

Combination

lerp(Fd, ss, subsurface)

float3 Cdlin = mon2lin(baseColor.xyz);
float Cdlum = 0.3 * Cdlin[0] + 0.6 * Cdlin[1] + 0.1 * Cdlin[2];
(1 / PI) * lerp(Fd, ss, subsurface) * Cdlin + Fsheen

Gs * Fs * Ds

clearcoat * Gr * Fr * Dr;


result 

 ((1 / PI) * lerp(Fd, ss, subsurface) * Cdlin + Fsheen)* (1 - metallic) + Gs * Fs * Ds + .25 * clearcoat * Gr * Fr * Dr;



Customization


float3 Gss = clamp(1 - pow((1 - Gs), 2) * (1-anisostr),0,1);

min((2 / PI) * lerp(Fd, ss, subsurface),ssmax)


ss2 = 1.25*((1 / (NdotL + NdotV)) - .5) + .5;


Result (One directional light)








center : female setting sample of customized shader


customized disney BRDF shader





left with my cusomized shader / right unity standard shader
texture used : base texture


code : 

Shader "Custom/DisneyBRDF" { Properties { metallic("Metallic", Range(0.0,1.0)) = 0.0 subsurface("Subsurface", Range(0.0,1.0)) = 0.0 _specular("Specular", Range(0.0,1.0)) = 0.0 roughness("Roughness", Range(0.0,1.0)) = 0.5 specularTint("SpecularTint", Range(0.0,1.0)) = 0.0 anisotropic("Anisotropic", Range(0.0,1.0)) = 0.0 sheen("Sheen", Range(0.0,1.0)) = 0.0 sheenTint("SheenTint", Range(0.0,1.0)) = 0.5 clearcoat("Clearcoat", Range(0.0,1.0)) = 0.0 clearcoatGloss("ClearcoatGloss", Range(0.0,1.0)) = 1.0 } SubShader { Pass { CGPROGRAM #pragma vertex VSMain #pragma fragment PSMain static const float3 baseColor = float3(1,1,1); float metallic, subsurface, _specular, roughness, specularTint, anisotropic, sheen, sheenTint, clearcoat, clearcoatGloss; static const float PI = 3.14159265358979323846; float sqr(float x) { return x * x; } float SchlickFresnel(float u) { float m = clamp(1 - u, 0, 1); float m2 = m * m; return m2 * m2 * m; // pow(m,5) } float GTR1(float NdotH, float a) { if (a >= 1) return 1 / PI; float a2 = a * a; float t = 1 + (a2 - 1) * NdotH * NdotH; return (a2 - 1) / (PI * log(a2) * t); } float GTR2(float NdotH, float a) { float a2 = a * a; float t = 1 + (a2 - 1) * NdotH * NdotH; return a2 / (PI * t * t); } float GTR2_aniso(float NdotH, float HdotX, float HdotY, float ax, float ay) { return 1 / (PI * ax * ay * sqr(sqr(HdotX / ax) + sqr(HdotY / ay) + NdotH * NdotH)); } float smithG_GGX(float NdotV, float alphaG) { float a = alphaG * alphaG; float b = NdotV * NdotV; return 1 / (NdotV + sqrt(a + b - a * b)); } float smithG_GGX_aniso(float NdotV, float VdotX, float VdotY, float ax, float ay) { return 1 / (NdotV + sqrt(sqr(VdotX * ax) + sqr(VdotY * ay) + sqr(NdotV))); } float3 mon2lin(float3 x) { return float3(pow(x[0], 2.2), pow(x[1], 2.2), pow(x[2], 2.2)); } float3 BRDF(float3 L, float3 V, float3 N, float3 X, float3 Y) { float NdotL = max(dot(N,L),0.0); float NdotV = max(dot(N,V),0.0); float3 H = normalize(L + V); float NdotH = max(dot(N,H),0.0); float LdotH = max(dot(L,H),0.0); float3 Cdlin = mon2lin(baseColor); float Cdlum = .3 * Cdlin[0] + .6 * Cdlin[1] + .1 * Cdlin[2]; // luminance approx. float3 Ctint = Cdlum > 0 ? Cdlin / Cdlum : float3(1,1,1); // normalize lum. to isolate hue+sat float3 Cspec0 = lerp(_specular * .08 * lerp(float3(1,1,1), Ctint, specularTint), Cdlin, metallic); float3 Csheen = lerp(float3(1,1,1), Ctint, sheenTint); // Diffuse fresnel - go from 1 at normal incidence to .5 at grazing // and lerp in diffuse retro-reflection based on roughness float FL = SchlickFresnel(NdotL), FV = SchlickFresnel(NdotV); float Fd90 = 0.5 + 2 * LdotH * LdotH * roughness; float Fd = lerp(1.0, Fd90, FL) * lerp(1.0, Fd90, FV); // Based on Hanrahan-Krueger brdf approximation of isotropic bssrdf // 1.25 scale is used to (roughly) preserve albedo // Fss90 used to "flatten" retroreflection based on roughness float Fss90 = LdotH * LdotH * roughness; float Fss = lerp(1.0, Fss90, FL) * lerp(1.0, Fss90, FV); float ss = 1.25 * (Fss * (1 / (NdotL + NdotV) - .5) + .5); // specular float aspect = sqrt(1 - anisotropic * .9); float ax = max(.001, sqr(roughness) / aspect); float ay = max(.001, sqr(roughness) * aspect); float Ds = GTR2_aniso(NdotH, dot(H, X), dot(H, Y), ax, ay); float FH = SchlickFresnel(LdotH); float3 Fs = lerp(Cspec0, float3(1,1,1), FH); float Gs = smithG_GGX_aniso(NdotL, dot(L, X), dot(L, Y), ax, ay); Gs *= smithG_GGX_aniso(NdotV, dot(V, X), dot(V, Y), ax, ay); // sheen float3 Fsheen = FH * sheen * Csheen; // clearcoat (ior = 1.5 -> F0 = 0.04) float Dr = GTR1(NdotH, lerp(.1,.001,clearcoatGloss)); float Fr = lerp(.04, 1.0, FH); float Gr = smithG_GGX(NdotL, .25) * smithG_GGX(NdotV, .25); return ((1 / PI) * lerp(Fd, ss, subsurface) * Cdlin + Fsheen) * (1 - metallic) + Gs * Fs * Ds + .25 * clearcoat * Gr * Fr * Dr; } void VSMain(inout float4 vertex:POSITION, inout float2 uv : TEXCOORD0, inout float3 normal : NORMAL, inout float4 tangent : TANGENT, out float3 world : TEXCOORD1) { world = mul(unity_ObjectToWorld, vertex).xyz; vertex = UnityObjectToClipPos(vertex); } float4 PSMain(float4 vertex:POSITION, float2 uv : TEXCOORD0, float3 normal : NORMAL, float4 tangent : TANGENT, float3 world : TEXCOORD1) : SV_TARGET { float3 LightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - world,_WorldSpaceLightPos0.w)); float3 NormalDirection = normalize(mul((float3x3)unity_ObjectToWorld,normal)); float3 ViewDirection = normalize(_WorldSpaceCameraPos.xyz - world); float3 WorldTangent = mul((float3x3)unity_ObjectToWorld,tangent.xyz); float3 WorldBinormal = cross(NormalDirection,WorldTangent) * tangent.w; return float4(BRDF(LightDirection, ViewDirection, NormalDirection, WorldTangent, WorldBinormal), 1.0); } ENDCG } } }






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