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UnrealEngine/Engine/Shaders/Private/PathTracing/Material/PathTracingSubstrateSolidGlass.ush
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

248 lines
8.4 KiB
HLSL

// 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 FSubstrateSolidGlassSlabData
{
float3x3 Basis;
float3 V;
float F0;
float Eta;
float2 Alpha0;
float2 Alpha1;
float EGlass0;
float EGlass1;
FSubstrateSheenData Fuzz;
float2 LobeCdf;
float3 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);
// #dxr_todo: Maintain a refraction stack on the path tracing payload
F0 = F0RGBToF0(Payload.SpecularColor);
// NOTE: IsFrontFace() determines polygon orientation, because the normal is always flipped towards in the incoming ray
Eta = Payload.IsFrontFace() ? Payload.Ior : rcp(Payload.Ior);
const float NoV = saturate(V.z);
// correct for energy loss by scaling the whole BSDF
EGlass0 = GGXEnergyLookup(Payload.RoughnessData.x, NoV, Eta);
EGlass1 = GGXEnergyLookup(Payload.RoughnessData.y, NoV, Eta);
Fuzz.Prepare(V, Payload.FuzzRoughness, Payload.FuzzAmount);
const float3 Glass0Albedo = Fuzz.Attenuation * (1.0 - Payload.RoughnessData.z);
const float3 Glass1Albedo = Fuzz.Attenuation * ( Payload.RoughnessData.z);
const float3 FuzzAlbedo = Fuzz.Scale * Payload.FuzzColor;
// Now prepare a cdf/pdf for lobe selection
float3 MaxLobeWeight = Payload.GetMaxLobeWeight();
LobeCdf = LobeSelectionCdf(
MaxLobeWeight * Glass0Albedo,
MaxLobeWeight * Glass1Albedo,
MaxLobeWeight * FuzzAlbedo);
LobePdf = LobeSelectionPdf(LobeCdf);
}
};
FMaterialSample SubstrateSolidGlass_SampleMaterial(
float3 V_World,
FPathTracingPayload Payload,
float3 RandSample
)
{
FSubstrateSolidGlassSlabData Data = (FSubstrateSolidGlassSlabData)0;
Data.PrepareBSDF(V_World, Payload);
float3 L = 0, H = 0, V = Data.V;
float OutRoughness = 1;
const bool bSampledSpecular = RandSample.x < Data.LobeCdf.y;
if (bSampledSpecular)
{
// specular lobes
const bool bUseSpec0 = RandSample.x < Data.LobeCdf.x;
if (bUseSpec0)
{
RandSample.x = RescaleRandomNumber(RandSample.x, 0.0, Data.LobeCdf.x);
OutRoughness = Payload.RoughnessData.x;
}
else
{
RandSample.x = RescaleRandomNumber(RandSample.x, Data.LobeCdf.x, Data.LobeCdf.y);
OutRoughness = Payload.RoughnessData.y;
}
H = ImportanceSampleVisibleGGX(RandSample.xy, bUseSpec0 ? Data.Alpha0 : Data.Alpha1, V, false).xyz;
// Glass lobe (reflection and refraction)
float3 L = 0;
float F = 0;
const bool bRefract = SampleRefraction(-V, H, Data.Eta, Data.F0, RandSample.z, L, F);
// transform to world space
const float3 L_World = normalize(mul(L, Data.Basis));
FMaterialSample Result = CreateMaterialSample(L_World, 0.0, 0.0, bRefract ? -1.0 : 1.0, OutRoughness, bRefract ? PATHTRACER_SCATTER_REFRACT : PATHTRACER_SCATTER_SPECULAR);
const float2 GGXResult0 = bRefract ? GGXEvalRefraction(L, V, H, Data.Alpha0, Data.Eta) : GGXEvalReflection(L, V, H, Data.Alpha0, false);
const float2 GGXResult1 = bRefract ? GGXEvalRefraction(L, V, H, Data.Alpha1, Data.Eta) : GGXEvalReflection(L, V, H, Data.Alpha1, false);
Result.AddLobeWithMIS((1.0 - Payload.RoughnessData.z) * GGXResult0.x / Data.EGlass0, F * GGXResult0.y, Data.LobePdf.x);
Result.AddLobeWithMIS(( Payload.RoughnessData.z) * GGXResult1.x / Data.EGlass1, F * GGXResult1.y, Data.LobePdf.y);
if (bRefract)
{
// only need to account for overall BSDF scaling
Result.Weight *= Data.Fuzz.Attenuation * Payload.BSDFOpacity * Payload.WeightV;
}
else
{
// Specular profile tinting
const float NoL = saturate(L.z);
const float NoV = saturate(V.z);
const float VoH = saturate(dot(V, H));
const float NoH = saturate(H.z);
const float3 FTint = SubstrateSpecularTint(Payload, NoV, NoL, VoH, NoH);
// reflection side, apply full lobe weight and attenuation along L
// and account for probability of picking the fuzz layer
const float ClothPdf = Data.Fuzz.Eval(L, V, H, Payload.FuzzColor).w;
Result.Pdf += Data.LobePdf.z * ClothPdf;
Result.Weight *= Data.Fuzz.Attenuation * SubstrateLobeWeight(Payload, saturate(L.z)) * FTint;
}
return Result;
}
else
{
// cloth lobe
RandSample.x = RescaleRandomNumber(RandSample.x, Data.LobeCdf.y, 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 = saturate(L.z);
const float VoH = saturate(dot(V, H));
const float NoH = saturate(H.z);
const float2 GGXResult0 = GGXEvalReflection(L, V, H, Data.Alpha0);
const float2 GGXResult1 = GGXEvalReflection(L, V, H, Data.Alpha1);
const float Fg = FresnelReflectance(VoH, Data.Eta, Data.F0);
const float Spec0Pdf = Fg * GGXResult0.y;
const float Spec1Pdf = Fg * GGXResult1.y;
FMaterialSample Result = CreateMaterialSample(L_World, 0.0, 0.0, 1.0, 1.0, PATHTRACER_SCATTER_SPECULAR);
// Cloth Lobe
const float ShadowTerminator = ShadowTerminatorTerm(L_World, N_World, Payload.WorldSmoothNormal);
const float4 ClothResult = Data.Fuzz.Eval(L, V, H, Payload.FuzzColor);
const float ClothPdf = ClothResult.w;
Result.AddLobeWithMIS(ClothResult.xyz * ShadowTerminator, ClothPdf, Data.LobePdf.z);
Result.ScatterType = PATHTRACER_SCATTER_SPECULAR;
Result.Pdf += Data.LobePdf.y * Spec0Pdf;
Result.Pdf += Data.LobePdf.z * Spec1Pdf;
Result.Weight *= SubstrateLobeWeight(Payload, NoL);
return Result;
}
}
FMaterialEval SubstrateSolidGlass_EvalMaterial(
float3 V_World,
float3 L_World,
FPathTracingPayload Payload,
float2 DiffuseSpecularScale
)
{
FSubstrateSolidGlassSlabData Data = (FSubstrateSolidGlassSlabData)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);
FMaterialEval Result = NullMaterialEval();
if (L.z > 0.0)
{
// Evaluate reflection lobes
const float3 H = normalize(V + L);
const float NoV = saturate(V.z);
const float NoL = saturate(L.z);
const float VoH = saturate(dot(V, H));
const float NoH = saturate(H.z);
{
// Specular Lobes
const float2 GGXResult0 = GGXEvalReflection(L, V, H, Data.Alpha0, false);
const float2 GGXResult1 = GGXEvalReflection(L, V, H, Data.Alpha1, false);
const float Fg = FresnelReflectance(VoH, Data.Eta, Data.F0);
const float3 FTint = SubstrateSpecularTint(Payload, NoV, NoL, VoH, NoH);
Result.AddLobeWithMIS(FTint * DiffuseSpecularScale.y * Data.Fuzz.Attenuation * (1.0 - Payload.RoughnessData.z) * GGXResult0.x / Data.EGlass0, Fg * GGXResult0.y, Data.LobePdf.x);
Result.AddLobeWithMIS(FTint * DiffuseSpecularScale.y * Data.Fuzz.Attenuation * ( Payload.RoughnessData.z) * GGXResult1.x / Data.EGlass1, Fg * GGXResult1.y, Data.LobePdf.y);
}
{
// Cloth Lobe
const float ShadowTerminator = ShadowTerminatorTerm(L_World, N_World, Payload.WorldSmoothNormal);
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.z);
}
Result.Weight *= SubstrateLobeWeight(Payload, NoL);
}
else if (L.z < 0)
{
// Evaluate refracted lobes
// refraction side
const float NoL = saturate(-L.z);
float3 Ht = -(Data.Eta * L + V);
Ht = normalize((Data.Eta < 1.0f) ? -Ht : Ht);
const float VoH = dot(V, Ht);
const float Fg = 1.0f - FresnelReflectance(VoH, Data.Eta, Data.F0);
if (Fg > 0)
{
const float2 GGXResult0 = GGXEvalRefraction(L, V, Ht, Data.Alpha0, Data.Eta);
const float2 GGXResult1 = GGXEvalRefraction(L, V, Ht, Data.Alpha1, Data.Eta);
Result.AddLobeWithMIS((1.0 - Payload.RoughnessData.z) * GGXResult0.x / Data.EGlass0 * DiffuseSpecularScale.y, GGXResult0.y * Fg, Data.LobePdf.x);
Result.AddLobeWithMIS(( Payload.RoughnessData.z) * GGXResult1.x / Data.EGlass1 * DiffuseSpecularScale.y, GGXResult1.y * Fg, Data.LobePdf.y);
}
Result.Weight *= Payload.BSDFOpacity * Payload.WeightV * Data.Fuzz.Attenuation;
}
return Result;
}