Fix T51957: principled BSDF mismatches in GLSL viewport.

This commit is contained in:
Brecht Van Lommel 2017-07-02 17:59:31 +02:00
parent 52b9516e03
commit eb420e6b7f
Notes: blender-bot 2023-02-14 08:10:06 +01:00
Referenced by issue #51957, Inconsistend material viewport preview between Principled BSDF and the other shaders
1 changed files with 8 additions and 6 deletions

View File

@ -2625,7 +2625,7 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
{
/* ambient light */
// TODO: set ambient light to an appropriate value
vec3 L = vec3(mix(0.1, 0.03, metallic)) * base_color.rgb;
vec3 L = mix(0.1, 0.03, metallic) * mix(base_color.rgb, subsurface_color.rgb, subsurface * (1.0 - metallic));
float eta = (2.0 / (1.0 - sqrt(0.08 * specular))) - 1.0;
@ -2663,10 +2663,11 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
/* directional lights */
for (int i = 0; i < NUM_LIGHTS; i++) {
vec3 light_position_world = gl_LightSource[i].position.xyz;
vec3 light_position = normalize(gl_NormalMatrix * light_position_world);
vec3 light_position = normalize(light_position_world);
vec3 H = normalize(light_position + V);
vec3 light_diffuse = gl_LightSource[i].diffuse.rgb;
vec3 light_specular = gl_LightSource[i].specular.rgb;
float NdotL = dot(N, light_position);
@ -2711,8 +2712,9 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
// sheen
vec3 Fsheen = schlick_fresnel(LdotH) * sheen * Csheen;
diffuse_and_specular_bsdf = (M_1_PI * mix(Fd, ss, subsurface) * base_color.rgb + Fsheen)
* (1.0 - metallic) + Gs * Fs * Ds;
vec3 diffuse_bsdf = (mix(Fd * base_color.rgb, ss * subsurface_color.rgb, subsurface) + Fsheen) * light_diffuse;
vec3 specular_bsdf = Gs * Fs * Ds * light_specular;
diffuse_and_specular_bsdf = diffuse_bsdf * (1.0 - metallic) + specular_bsdf;
}
diffuse_and_specular_bsdf *= max(NdotL, 0.0);
@ -2729,11 +2731,11 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
float Fr = fresnel_dielectric_cos(LdotH, 1.5); //mix(0.04, 1.0, FH);
float Gr = smithG_GGX(CNdotL, 0.25) * smithG_GGX(CNdotV, 0.25);
clearcoat_bsdf = clearcoat * Gr * Fr * Dr * vec3(0.25);
clearcoat_bsdf = clearcoat * Gr * Fr * Dr * vec3(0.25) * light_specular;
}
clearcoat_bsdf *= max(CNdotL, 0.0);
L += light_specular * (diffuse_and_specular_bsdf + clearcoat_bsdf);
L += diffuse_and_specular_bsdf + clearcoat_bsdf;
}
result = vec4(L, 1.0);