The Importance of GGX – Flash Sword Master – Bloggarden (CNblogs.com)
Reflection equation
Specular portion
Simplified partition summation approximation
Environmental BRDF
- We substitute F Fresnel equation to simplify the equation
- Since f(p, omega I, omega O) already contains the f terms, they’re divided, and there’s no f terms in f here. It has nothing to do with F of a particular material, it has nothing to do with metal or non-metal, it has nothing to do with roughness
Environmental BRDF
float lod = getMipLevelFromRoughness(roughness);
vec3 prefilteredColor = textureCubeLod(PrefilteredEnvMap, refVec, lod); //roughnesss
vec2 envBRDF = texture2D(BRDFIntegrationMap, vec2(NdotV, roughness)).rg; //brdf
vec3 indirectSpecular = prefilteredColor * (F * envBRDF.x + envBRDF.y) //fr
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It can be obtained from the graph and formula
- The X-axis is the Angle dot of the normal to the Angle of view, and the Y-axis is the roughness
- It depends on the elevation Angle θ, the roughness α and the Fresnel term F.
- The Schlick approximation is usually used to approximate F, which parameterizes only over a single value F0, thus making Rspec a function of three parameters (elevation θ (NdotV), roughness α, and F0).
- Green is G>R, red is R>G
- The bigger the Angle, the smaller the dot, the closer to 0
- 2D lookup texture storage is Fresnel response coefficient (R channel) and deviation value (G channel)
vec3 indirectSpecular = prefilteredColor * (F * envBRDF.x + envBRDF.y) //fr Copy the code
Known concept
- The hemispherical and directional reflectance of the specular reflectance can be understood as the Environment BRDF.
- The BRDF integral map is from the lookup table
- The BRDF integral map is unchanged by default
- Envbrdf.xy may not be accurate enough in webgl1 (there is a solution in osg.
- There are two ways to calculate BRDF integral map: one is the default method; UE4 uses the Trike method;
BRDF calculation
float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness)
{
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float GL = dotNL / (dotNL * (1.0 - k) + k);
float GV = dotNV / (dotNV * (1.0 - k) + k);
return GL * GV;
}
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vec2 BRDF(float NoV, float roughness)
{
// For 2D lookups, the normal is always along the z axis
const vec3 N = vec3(0.0.0.0.1.0);
vec3 V = vec3(sqrt(1.0 - NoV*NoV), 0.0, NoV);
vec2 LUT = vec2(0.0);
for(uint i = 0u; i < NUM_SAMPLES; i++) {
vec2 Xi = hammersley2d(i, NUM_SAMPLES);
vec3 H = importanceSample_GGX(Xi, roughness, N);
vec3 L = 2.0 * dot(V, H) * H - V;
float dotNL = max(dot(N, L), 0.0);
float dotNV = max(dot(N, V), 0.0);
float dotVH = max(dot(V, H), 0.0);
float dotNH = max(dot(H, N), 0.0);
if (dotNL > 0.0) {
float G = G_SchlicksmithGGX(dotNL, dotNV, roughness);
float G_Vis = (G * dotVH) / (dotNH * dotNV);
float Fc = pow(1.0 - dotVH, 5.0);
LUT += vec2((1.0- Fc) * G_Vis, Fc * G_Vis); }}return LUT / float(NUM_SAMPLES);
}
void main()
{
outColor = vec4(BRDF(inUV.s, 1.0-inUV.t), 0.0.1.0);
}
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#version 450
layout (location = 0) in vec3 inWorldPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (binding = 0) uniform UBO {
mat4 projection;
mat4 model;
mat4 view;
vec3 camPos;
} ubo;
layout (binding = 1) uniform UBOParams {
vec4 lights[4];
float exposure;
float gamma;
} uboParams;
layout(push_constant) uniform PushConsts {
layout(offset = 12) float roughness;
layout(offset = 16) float metallic;
layout(offset = 20) float specular;
layout(offset = 24) float r;
layout(offset = 28) float g;
layout(offset = 32) float b;
} material;
layout (binding = 2) uniform samplerCube samplerIrradiance;
layout (binding = 3) uniform sampler2D samplerBRDFLUT;
layout (binding = 4) uniform samplerCube prefilteredMap;
layout (location = 0) out vec4 outColor;
# define PI (3.1415926535897932384626433832795)
#define ALBEDO vec3(material.r, material.g, material.b)
float D_GGX(float dotNH, float roughness)
{
float alpha = roughness * roughness;
float alpha2 = alpha * alpha;
float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0;
return (alpha2)/(PI * denom*denom);
}
float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness)
{
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float GL = dotNL / (dotNL * (1.0 - k) + k);
float GV = dotNV / (dotNV * (1.0 - k) + k);
return GL * GV;
}
vec3 F_SchlickR(float cosTheta, vec3 F0, float roughness)
{
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
}
// Pre-filtered linear sampling
vec3 prefilteredReflection(vec3 R, float roughness)
{
const float MAX_REFLECTION_LOD = 9.0;
float lod = roughness * MAX_REFLECTION_LOD;
float lodf = floor(lod);
float lodc = ceil(lod);
vec3 a = textureLod(prefilteredMap, R, lodf).rgb;
vec3 b = textureLod(prefilteredMap, R, lodc).rgb;
return mix(a, b, lod - lodf);
}
/ / source BRDF
vec3 specularContribution(vec3 L, vec3 V, vec3 N, vec3 F0, float metallic, float roughness)
{
vec3 H = normalize (V + L);
float dotNH = clamp(dot(N, H), 0.0.1.0);
float dotNV = clamp(dot(N, V), 0.0.1.0);
float dotNL = clamp(dot(N, L), 0.0.1.0);
vec3 lightColor = vec3(1.0);
vec3 color = vec3(0.0);
if (dotNL > 0.0) {
float D = D_GGX(dotNH, roughness);
float G = G_SchlicksmithGGX(dotNL, dotNV, roughness);
vec3 F = F_Schlick(dotNV, F0);
vec3 spec = D * F * G / (4.0 * dotNL * dotNV + 0.001);
vec3 kD = (vec3(1.0) - F) * (1.0 - metallic);
color += (kD * ALBEDO / PI + spec) * dotNL;
}
return color;
}
void main()
{
vec3 N = normalize(inNormal);
vec3 V = normalize(ubo.camPos - inWorldPos);
vec3 R = reflect(-V, N);
float metallic = material.metallic;
float roughness = material.roughness;
vec3 F0 = vec3(0.04);
F0 = mix(F0, ALBEDO, metallic);
/ / light
vec3 Lo = vec3(0.0);
for(int i = 0; i < uboParams.lights[i].length(a); i++) {vec3 L = normalize(uboParams.lights[i].xyz - inWorldPos);
Lo += specularContribution(L, V, N, F0, metallic, roughness);
}
vec2 brdf = texture(samplerBRDFLUT, vec2(max(dot(N, V), 0.0), roughness)).rg;
vec3 reflection = prefilteredReflection(R, roughness).rgb;
vec3 irradiance = texture(samplerIrradiance, N).rgb;
// Diffuse irradiance (1)
vec3 diffuse = irradiance * ALBEDO;
vec3 F = F_SchlickR(max(dot(N, V), 0.0), F0, roughness);
// Mirror reflection (bottom)
vec3 specular = reflection * (F * brdf.x + brdf.y);
// Part of the environment
vec3 kD = 1.0 - F;
kD *= 1.0 - metallic;
vec3 ambient = (kD * diffuse + specular);
vec3 color = ambient + Lo;
// Color mapping
color = vec3(1.0) - exp(-color * uboParams.exposure);
// Gamma correction
color = pow(color, vec3(1.0f / uboParams.gamma));
outColor = vec4(color, 1.0);
}
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