// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #ifndef SUBSTRATE_ENABLED #error "This header should only be included when Substrate is enabled." #endif #include "PathTracingSubstrateCommon.ush" #include "PathTracingMaterialCommon.ush" #include "PathTracingGlossy.ush" #include "PathTracingFresnel.ush" #include "../../BRDF.ush" struct FSubstrateFoliageSlabData { float3x3 Basis; float3 V; float DiffuseWeight; float TransmissionProb; // for sampling the transmission lobe float3 F0; float3 F90; float2 Alpha0; float2 Alpha1; float3 Spec0W; float3 Spec1W; FSubstrateSheenData Fuzz; float3 LobeCdf; float4 LobePdf; void PrepareBSDF(float3 V_World, FPathTracingPayload Payload) { Basis = GetGGXBasis(Payload.RoughnessData.x, Payload.Anisotropy, Payload.WorldNormal, Payload.WorldTangent, Alpha0); Alpha1 = GetGGXAlpha(Payload.RoughnessData.y, Payload.Anisotropy); V = mul(Basis, V_World); // make sure F0=0.0 fades off the specular lobe completely F0 = Payload.SpecularColor; F90 = Payload.SpecularEdgeColor * F0RGBToMicroOcclusion(F0); const float NoV = saturate(V.z); // SUBSTRATE_TODO: Add support for F82 model? FBxDFEnergyTermsRGB Spec0 = ComputeGGXSpecEnergyTermsRGB(Payload.RoughnessData.x, NoV, F0, F90); FBxDFEnergyTermsRGB Spec1 = ComputeGGXSpecEnergyTermsRGB(Payload.RoughnessData.y, NoV, F0, F90); Fuzz.Prepare(V, Payload.FuzzRoughness, Payload.FuzzAmount); // save the parts needed during eval/sampling Spec0W = Spec0.W; Spec1W = Spec1.W; const float3 SpecE = lerp(Spec0.E, Spec1.E, Payload.RoughnessData.z); DiffuseWeight = Fuzz.Attenuation * (1.0 - Luminance(SpecE)); const float3 Spec0Albedo = Fuzz.Attenuation * (1.0 - Payload.RoughnessData.z) * Spec0.E; const float3 Spec1Albedo = Fuzz.Attenuation * ( Payload.RoughnessData.z) * Spec1.E; const float3 FuzzAlbedo = Fuzz.Scale * Payload.FuzzColor; // Now prepare a cdf/pdf for lobe selection float3 MaxLobeWeight = Payload.GetMaxLobeWeight(); LobeCdf = LobeSelectionCdf( MaxLobeWeight * DiffuseWeight * (Payload.GetFoliageTransmissionColor() + Payload.DiffuseColor), MaxLobeWeight * Spec0Albedo, MaxLobeWeight * Spec1Albedo, MaxLobeWeight * FuzzAlbedo); LobePdf = LobeSelectionPdf(LobeCdf); TransmissionProb = LobeSelectionProb(Payload.GetFoliageTransmissionColor(), Payload.DiffuseColor); } }; FMaterialSample SubstrateFoliage_SampleMaterial( float3 V_World, FPathTracingPayload Payload, float3 RandSample ) { FSubstrateFoliageSlabData Data = (FSubstrateFoliageSlabData)0; Data.PrepareBSDF(V_World, Payload); float3 L = 0, H = 0, V = Data.V; float OutRoughness = 1; const bool bSampledTransmit = RandSample.x < Data.LobeCdf.x * Data.TransmissionProb; const bool bSampledDiffuse = RandSample.x < Data.LobeCdf.x; const bool bSampledSpecular = RandSample.x < Data.LobeCdf.z; if (bSampledTransmit) { RandSample.x = RescaleRandomNumber(RandSample.x, 0.0, Data.LobeCdf.x * Data.TransmissionProb); // diffuse lobe L = CosineSampleHemisphere(RandSample.xy).xyz; L.z = -L.z; } else if (bSampledDiffuse) { RandSample.x = RescaleRandomNumber(RandSample.x, Data.LobeCdf.x * Data.TransmissionProb, Data.LobeCdf.x); // diffuse lobe L = CosineSampleHemisphere(RandSample.xy).xyz; H = normalize(L + V); } else if (bSampledSpecular) { // specular lobes const bool bUseSpec0 = RandSample.x < Data.LobeCdf.y; if (bUseSpec0) { RandSample.x = RescaleRandomNumber(RandSample.x, Data.LobeCdf.x, Data.LobeCdf.y); OutRoughness = Payload.RoughnessData.x; } else { RandSample.x = RescaleRandomNumber(RandSample.x, Data.LobeCdf.y, Data.LobeCdf.z); OutRoughness = Payload.RoughnessData.y; } H = ImportanceSampleVisibleGGX(RandSample.xy, bUseSpec0 ? Data.Alpha0 : Data.Alpha1, V).xyz; L = reflect(-V, H); if (L.z <= 0) { // invalid output direction, exit early return NullMaterialSample(); } } else { // cloth lobe RandSample.x = RescaleRandomNumber(RandSample.x, Data.LobeCdf.z, 1.0); L = Data.Fuzz.Sample(RandSample.xy); H = normalize(L + V); } // transform to world space const float3 L_World = normalize(mul(L, Data.Basis)); const float3 N_World = Payload.WorldNormal; const float NoV = saturate(V.z); const float NoL = abs(L.z); const float VoH = saturate(dot(V, H)); const float NoH = saturate(H.z); FMaterialSample Result = CreateMaterialSample(L_World, 0.0, 0.0, 1.0, OutRoughness, PATHTRACER_SCATTER_DIFFUSE); const float DiffPdf = NoL / PI; float2 GGXResult0 = GGXEvalReflection(L, V, H, Data.Alpha0); const float2 GGXResult1 = GGXEvalReflection(L, V, H, Data.Alpha1); const float Spec0Pdf = GGXResult0.y; const float Spec1Pdf = GGXResult1.y; const float4 ClothResult = Data.Fuzz.Eval(L, V, H, Payload.FuzzColor); const float ClothPdf = ClothResult.w; const float ShadowTerminator = ShadowTerminatorTerm(L_World, N_World, Payload.WorldSmoothNormal); if (bSampledTransmit) { Result.AddLobeWithMIS(Data.DiffuseWeight * Payload.GetFoliageTransmissionColor(), abs(L.z) / PI, Data.LobePdf.x * Data.TransmissionProb); Result.PositionBiasSign = -1; } else if (bSampledDiffuse) { const float3 Diffuse = Data.DiffuseWeight * GetPathTracingDiffuseModel(Payload.DiffuseColor, Payload.RoughnessData.x, NoV, NoL, VoH, NoH); Result.AddLobeWithMIS(Diffuse * ShadowTerminator, NoL / PI, Data.LobePdf.x - Data.TransmissionProb * Data.LobePdf.x); Result.Pdf += Data.LobePdf.y * Spec0Pdf; Result.Pdf += Data.LobePdf.z * Spec1Pdf; Result.Pdf += Data.LobePdf.w * ClothPdf; } else if (bSampledSpecular) { const float3 FTint = SubstrateSpecularTint(Payload, NoV, NoL, VoH, NoH); #if SUBSTRATE_FRESNEL_F82 // SUBSTRATE_TODO: Need to tune the logic for specular micro-occlusion ... const float3 F = Data.Fuzz.Attenuation * F_AdobeF82(Data.F0, Data.F90, VoH) * FTint; #else const float3 F = Data.Fuzz.Attenuation * F_Schlick(Data.F0, Data.F90, VoH) * FTint; #endif Result.AddLobeWithMIS((1.0 - Payload.RoughnessData.z) * F * GGXResult0.x * Data.Spec0W, Spec0Pdf, Data.LobePdf.y); Result.AddLobeWithMIS(( Payload.RoughnessData.z) * F * GGXResult1.x * Data.Spec1W, Spec1Pdf, Data.LobePdf.z); Result.Pdf += Data.LobePdf.x * DiffPdf; Result.Pdf += Data.LobePdf.w * ClothPdf; Result.ScatterType = PATHTRACER_SCATTER_SPECULAR; } else { // Cloth Lobe Result.AddLobeWithMIS(ClothResult.xyz * ShadowTerminator, ClothPdf, Data.LobePdf.w); Result.ScatterType = PATHTRACER_SCATTER_SPECULAR; Result.Pdf += Data.LobePdf.x * DiffPdf; Result.Pdf += Data.LobePdf.y * Spec0Pdf; Result.Pdf += Data.LobePdf.z * Spec1Pdf; } Result.Weight *= SubstrateLobeWeight(Payload, NoL); return Result; } FMaterialEval SubstrateFoliage_EvalMaterial( float3 V_World, float3 L_World, FPathTracingPayload Payload, float2 DiffuseSpecularScale ) { FSubstrateFoliageSlabData Data = (FSubstrateFoliageSlabData)0; Data.PrepareBSDF(V_World, Payload); const float3 N_World = Payload.WorldNormal; // move vectors into right shading frame const float3 V = Data.V; const float3 L = mul(Data.Basis, L_World); const float3 H = normalize(V + L); const float NoV = saturate(V.z); const float NoL = abs(L.z); const float VoH = saturate(dot(V, H)); const float NoH = saturate(H.z); FMaterialEval Result = NullMaterialEval(); const float ShadowTerminator = ShadowTerminatorTerm(L_World, N_World, Payload.WorldSmoothNormal); if (L.z < 0) { const float3 Diffuse = Data.DiffuseWeight * Payload.GetFoliageTransmissionColor(); Result.AddLobeWithMIS(DiffuseSpecularScale.x * Diffuse, NoL / PI, Data.LobePdf.x * Data.TransmissionProb); } else if (L.z > 0) { { const float3 Diffuse = Data.DiffuseWeight * GetPathTracingDiffuseModel(Payload.DiffuseColor, Payload.RoughnessData.x, NoV, NoL, VoH, NoH); Result.AddLobeWithMIS(DiffuseSpecularScale.x * Diffuse * ShadowTerminator, NoL / PI, Data.LobePdf.x - Data.LobePdf.x * Data.TransmissionProb); } { float2 GGXResult0 = GGXEvalReflection(L, V, H, Data.Alpha0); const float2 GGXResult1 = GGXEvalReflection(L, V, H, Data.Alpha1); const float3 FTint = SubstrateSpecularTint(Payload, NoV, NoL, VoH, NoH); #if SUBSTRATE_FRESNEL_F82 const float3 F = Data.Fuzz.Attenuation * F_AdobeF82(Data.F0, Data.F90, VoH) * FTint; #else const float3 F = Data.Fuzz.Attenuation * F_Schlick(Data.F0, Data.F90, VoH) * FTint; #endif Result.AddLobeWithMIS(DiffuseSpecularScale.y * (1.0 - Payload.RoughnessData.z) * F * GGXResult0.x * Data.Spec0W, GGXResult0.y, Data.LobePdf.y); Result.AddLobeWithMIS(DiffuseSpecularScale.y * ( Payload.RoughnessData.z) * F * GGXResult1.x * Data.Spec1W, GGXResult1.y, Data.LobePdf.z); } { // Cloth Lobe const float4 ClothResult = Data.Fuzz.Eval(L, V, H, Payload.FuzzColor); const float ClothPdf = ClothResult.w; Result.AddLobeWithMIS(DiffuseSpecularScale.y * ClothResult.xyz * ShadowTerminator, ClothPdf, Data.LobePdf.w); } } Result.Weight *= SubstrateLobeWeight(Payload, NoL); return Result; }