Fix T65298 Eevee: Principled BSDF doesn't use specular with metals

This does add some more register pressure as it passes a new vec3 down
the shading function. But for now we care more about accuracy than
efficiency.
This commit is contained in:
Clément Foucault 2019-06-05 12:17:37 +02:00
parent cd1ac4d908
commit 98cea7edce
Notes: blender-bot 2023-02-14 05:22:18 +01:00
Referenced by issue #65298, Eevee - Principled BSDF doesn't use specular value in metallic mode.
4 changed files with 30 additions and 14 deletions

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@ -644,19 +644,19 @@ vec3 F_schlick(vec3 f0, float cos_theta)
}
/* Fresnel approximation for LTC area lights (not MRP) */
vec3 F_area(vec3 f0, vec2 lut)
vec3 F_area(vec3 f0, vec3 f90, vec2 lut)
{
/* Unreal specular matching : if specular color is below 2% intensity,
* treat as shadowning */
return saturate(50.0 * dot(f0, vec3(0.3, 0.6, 0.1))) * lut.y + lut.x * f0;
return saturate(50.0 * dot(f0, vec3(0.3, 0.6, 0.1))) * lut.y * f90 + lut.x * f0;
}
/* Fresnel approximation for IBL */
vec3 F_ibl(vec3 f0, vec2 lut)
vec3 F_ibl(vec3 f0, vec3 f90, vec2 lut)
{
/* Unreal specular matching : if specular color is below 2% intensity,
* treat as shadowning */
return saturate(50.0 * dot(f0, vec3(0.3, 0.6, 0.1))) * lut.y + lut.x * f0;
return saturate(50.0 * dot(f0, vec3(0.3, 0.6, 0.1))) * lut.y * f90 + lut.x * f0;
}
/* GGX */

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@ -29,8 +29,9 @@ Closure nodetree_exec(void)
vec3 dielectric = vec3(0.034) * specular * 2.0;
vec3 albedo = mix(basecol, vec3(0.0), metallic);
vec3 f0 = mix(dielectric, basecol, metallic);
vec3 f90 = mix(vec3(1.0), f0, (1.0 - specular) * metallic);
vec3 out_diff, out_spec, ssr_spec;
eevee_closure_default(N, albedo, f0, 1, roughness, 1.0, out_diff, out_spec, ssr_spec);
eevee_closure_default(N, albedo, f0, f90, 1, roughness, 1.0, out_diff, out_spec, ssr_spec);
Closure result = Closure(out_spec + out_diff * albedo,
1.0,

View File

@ -119,6 +119,7 @@ void CLOSURE_NAME(vec3 N
#ifdef CLOSURE_GLOSSY
,
vec3 f0,
vec3 f90,
int ssr_id
#endif
#if defined(CLOSURE_GLOSSY) || defined(CLOSURE_REFRACTION)
@ -264,12 +265,12 @@ void CLOSURE_NAME(vec3 N
#ifdef CLOSURE_GLOSSY
vec2 brdf_lut_lights = texture(utilTex, vec3(lut_uv, 1.0)).ba;
out_spec *= F_area(f0, brdf_lut_lights.xy);
out_spec *= F_area(f0, f90, brdf_lut_lights.xy);
#endif
#ifdef CLOSURE_CLEARCOAT
vec2 brdf_lut_lights_clear = texture(utilTex, vec3(lut_uv_clear, 1.0)).ba;
out_spec_clear *= F_area(vec3(0.04), brdf_lut_lights_clear.xy);
out_spec_clear *= F_area(vec3(0.04), vec3(1.0), brdf_lut_lights_clear.xy);
out_spec += out_spec_clear * C_intensity;
#endif
@ -454,7 +455,7 @@ void CLOSURE_NAME(vec3 N
/* This factor is outputted to be used by SSR in order
* to match the intensity of the regular reflections. */
ssr_spec = F_ibl(f0, brdf_lut);
ssr_spec = F_ibl(f0, f90, brdf_lut);
float spec_occlu = specular_occlusion(NV, final_ao, roughness);
/* The SSR pass recompute the occlusion to not apply it to the SSR */
@ -475,7 +476,8 @@ void CLOSURE_NAME(vec3 N
NV = dot(C_N, V);
vec2 C_uv = lut_coords(NV, C_roughness);
vec2 C_brdf_lut = texture(utilTex, vec3(C_uv, 1.0)).rg;
vec3 C_fresnel = F_ibl(vec3(0.04), C_brdf_lut) * specular_occlusion(NV, final_ao, C_roughness);
vec3 C_fresnel = F_ibl(vec3(0.04), vec3(1.0), C_brdf_lut) *
specular_occlusion(NV, final_ao, C_roughness);
out_spec += C_spec_accum.rgb * C_fresnel * C_intensity;
#endif

View File

@ -1241,7 +1241,7 @@ void node_bsdf_glossy(vec4 color, float roughness, vec3 N, float ssr_id, out Clo
{
N = normalize(N);
vec3 out_spec, ssr_spec;
eevee_closure_glossy(N, vec3(1.0), int(ssr_id), roughness, 1.0, out_spec, ssr_spec);
eevee_closure_glossy(N, vec3(1.0), vec3(1.0), int(ssr_id), roughness, 1.0, out_spec, ssr_spec);
vec3 vN = mat3(ViewMatrix) * N;
result = CLOSURE_DEFAULT;
result.radiance = out_spec * color.rgb;
@ -1269,7 +1269,7 @@ void node_bsdf_glass(
vec3 refr_color = (refractionDepth > 0.0) ? color.rgb * color.rgb :
color.rgb; /* Simulate 2 transmission event */
eevee_closure_glass(
N, vec3(1.0), int(ssr_id), roughness, 1.0, ior, out_spec, out_refr, ssr_spec);
N, vec3(1.0), vec3(1.0), int(ssr_id), roughness, 1.0, ior, out_spec, out_refr, ssr_spec);
out_refr *= refr_color;
out_spec *= color.rgb;
float fresnel = F_eta(ior, dot(N, cameraVec));
@ -1339,12 +1339,15 @@ void node_bsdf_principled(vec4 base_color,
vec3 spec_col = F_color_blend(ior, fresnel, f0_glass) * fresnel;
f0 = mix(f0, spec_col, transmission);
vec3 f90 = mix(vec3(1.0), f0, (1.0 - specular) * metallic);
vec3 mixed_ss_base_color = mix(diffuse, subsurface_color.rgb, subsurface);
float sss_scalef = dot(sss_scale, vec3(1.0 / 3.0)) * subsurface;
eevee_closure_principled(N,
mixed_ss_base_color,
f0,
f90,
int(ssr_id),
roughness,
CN,
@ -1428,7 +1431,8 @@ void node_bsdf_principled_dielectric(vec4 base_color,
float NV = dot(N, cameraVec);
vec3 out_sheen = sheen * principled_sheen(NV, ctint, sheen_tint);
eevee_closure_default(N, diffuse, f0, int(ssr_id), roughness, 1.0, out_diff, out_spec, ssr_spec);
eevee_closure_default(
N, diffuse, f0, vec3(1.0), int(ssr_id), roughness, 1.0, out_diff, out_spec, ssr_spec);
vec3 vN = mat3(ViewMatrix) * N;
result = CLOSURE_DEFAULT;
@ -1471,7 +1475,9 @@ void node_bsdf_principled_metallic(vec4 base_color,
N = normalize(N);
vec3 out_spec, ssr_spec;
eevee_closure_glossy(N, base_color.rgb, int(ssr_id), roughness, 1.0, out_spec, ssr_spec);
vec3 f90 = mix(vec3(1.0), base_color.rgb, (1.0 - specular) * metallic);
eevee_closure_glossy(N, base_color.rgb, f90, int(ssr_id), roughness, 1.0, out_spec, ssr_spec);
vec3 vN = mat3(ViewMatrix) * N;
result = CLOSURE_DEFAULT;
@ -1514,8 +1520,11 @@ void node_bsdf_principled_clearcoat(vec4 base_color,
vec3 out_spec, ssr_spec;
N = normalize(N);
vec3 f90 = mix(vec3(1.0), base_color.rgb, (1.0 - specular) * metallic);
eevee_closure_clearcoat(N,
base_color.rgb,
f90,
int(ssr_id),
roughness,
CN,
@ -1578,9 +1587,12 @@ void node_bsdf_principled_subsurface(vec4 base_color,
float NV = dot(N, cameraVec);
vec3 out_sheen = sheen * principled_sheen(NV, ctint, sheen_tint);
vec3 f90 = mix(vec3(1.0), base_color.rgb, (1.0 - specular) * metallic);
eevee_closure_skin(N,
mixed_ss_base_color,
f0,
f90,
int(ssr_id),
roughness,
1.0,
@ -1647,7 +1659,7 @@ void node_bsdf_principled_glass(vec4 base_color,
f0 = mix(vec3(1.0), base_color.rgb, specular_tint);
eevee_closure_glass(
N, vec3(1.0), int(ssr_id), roughness, 1.0, ior, out_spec, out_refr, ssr_spec);
N, vec3(1.0), vec3(1.0), int(ssr_id), roughness, 1.0, ior, out_spec, out_refr, ssr_spec);
vec3 refr_color = base_color.rgb;
refr_color *= (refractionDepth > 0.0) ? refr_color :
@ -3527,6 +3539,7 @@ void node_eevee_specular(vec4 diffuse,
eevee_closure_default_clearcoat(normal,
diffuse.rgb,
specular.rgb,
vec3(1.0),
int(ssr_id),
roughness,
clearcoat_normal,