#version 300 es // Original Code // https://github.com/KhronosGroup/glTF-Sample-Viewer/blob/glTF-WebGL-PBR/shaders/pbr-frag.glsl // Commit dc84b5e374fb3d23153d2248a338ef88173f9eb6 // // This fragment shader defines a reference implementation for Physically Based Shading of // a microfacet surface material defined by a glTF model.For the DamagedHelmet.gltf and its Assets // // References: // [1] Real Shading in Unreal Engine 4 // http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf // [2] Physically Based Shading at Disney // http://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf // [3] README.md - Environment Maps // https://github.com/KhronosGroup/glTF-Sample-Viewer/#environment-maps // [4] \"An Inexpensive BRDF Model for Physically based Rendering\" by Christophe Schlick // https://www.cs.virginia.edu/~jdl/bib/appearance/analytic%20models/schlick94b.pdf #ifdef HIGHP precision highp float; #else precision mediump float; #endif #ifdef THREE_TEX #ifdef GLTF_CHANNELS #define METALLIC b #define ROUGHNESS g #else //GLTF_CHANNELS #define METALLIC r #define ROUGHNESS a #endif //GLTF_CHANNELS #endif //THREE_TEX uniform lowp vec4 uColorFactor; uniform lowp float uMetallicFactor; uniform lowp float uRoughnessFactor; #ifdef THREE_TEX #ifdef BASECOLOR_TEX uniform sampler2D sAlbedoAlpha; #endif // BASECOLOR_TEX #ifdef METALLIC_ROUGHNESS_TEX uniform sampler2D sMetalRoughness; #endif // METALLIC_ROUGHNESS_TEX #ifdef NORMAL_TEX uniform sampler2D sNormal; uniform float uNormalScale; #endif // NORMAL_TEX #else // THREE_TEX uniform sampler2D sAlbedoMetal; uniform sampler2D sNormalRoughness; #endif #ifdef OCCLUSION uniform sampler2D sOcclusion; uniform float uOcclusionStrength; #endif #ifdef EMISSIVE uniform sampler2D sEmissive; uniform vec3 uEmissiveFactor; #endif //// For IBL uniform sampler2D sbrdfLUT; uniform samplerCube sDiffuseEnvSampler; uniform samplerCube sSpecularEnvSampler; uniform float uIblIntensity; uniform vec3 uYDirection; // For Alpha Mode. uniform lowp float uOpaque; uniform lowp float uMask; uniform lowp float uAlphaThreshold; // TODO: Multiple texture coordinate will be supported. in lowp vec2 vUV; in lowp mat3 vTBN; in lowp vec4 vColor; in highp vec3 vPositionToCamera; out vec4 FragColor; struct PBRInfo { mediump float NdotL; // cos angle between normal and light direction mediump float NdotV; // cos angle between normal and view direction mediump float NdotH; // cos angle between normal and half vector mediump float VdotH; // cos angle between view direction and half vector mediump vec3 reflectance0; // full reflectance color (normal incidence angle) mediump vec3 reflectance90; // reflectance color at grazing angle lowp float alphaRoughness; // roughness mapped to a more linear change in the roughness (proposed by [2]) }; const float M_PI = 3.141592653589793; const float c_MinRoughness = 0.04; vec3 specularReflection(PBRInfo pbrInputs) { return pbrInputs.reflectance0 + (pbrInputs.reflectance90 - pbrInputs.reflectance0) * pow(clamp(1.0 - pbrInputs.VdotH, 0.0, 1.0), 5.0); } float geometricOcclusion(PBRInfo pbrInputs) { mediump float NdotL = pbrInputs.NdotL; mediump float NdotV = pbrInputs.NdotV; lowp float r = pbrInputs.alphaRoughness; lowp float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL))); lowp float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV))); return attenuationL * attenuationV; } float microfacetDistribution(PBRInfo pbrInputs) { mediump float roughnessSq = pbrInputs.alphaRoughness * pbrInputs.alphaRoughness; lowp float f = (pbrInputs.NdotH * roughnessSq - pbrInputs.NdotH) * pbrInputs.NdotH + 1.0; return roughnessSq / (M_PI * f * f); } vec3 linear(vec3 color) { return pow(color, vec3(2.2)); } void main() { // Metallic and Roughness material properties are packed together // In glTF, these factors can be specified by fixed scalar values // or from a metallic-roughness map // Roughness is stored in the 'g' channel, metallic is stored in the 'b' channel. // This layout intentionally reserves the 'r' channel for (optional) occlusion map data lowp float metallic = uMetallicFactor; lowp float perceptualRoughness = uRoughnessFactor; // If there isn't normal texture, use surface normal mediump vec3 n = normalize(vTBN[2].xyz); #ifdef THREE_TEX // The albedo may be defined from a base texture or a flat color #ifdef BASECOLOR_TEX lowp vec4 baseColor = texture(sAlbedoAlpha, vUV); baseColor = vec4(linear(baseColor.rgb), baseColor.w) * uColorFactor; #else // BASECOLOR_TEX lowp vec4 baseColor = vColor * uColorFactor; #endif // BASECOLOR_TEX #ifdef METALLIC_ROUGHNESS_TEX lowp vec4 metrou = texture(sMetalRoughness, vUV); metallic = metrou.METALLIC * metallic; perceptualRoughness = metrou.ROUGHNESS * perceptualRoughness; #endif // METALLIC_ROUGHNESS_TEX #ifdef NORMAL_TEX n = texture(sNormal, vUV).rgb; n = normalize(vTBN * ((2.0 * n - 1.0) * vec3(uNormalScale, uNormalScale, 1.0))); #endif // NORMAL_TEX #else // THREE_TEX vec4 albedoMetal = texture(sAlbedoMetal, vUV); lowp vec4 baseColor = vec4(linear(albedoMetal.rgb), 1.0) * vColor * uColorFactor; metallic = albedoMetal.METALLIC * metallic; vec4 normalRoughness = texture(sNormalRoughness, vUV); perceptualRoughness = normalRoughness.ROUGHNESS * perceptualRoughness; n = normalRoughness.rgb; n = normalize(vTBN * ((2.0 * n - 1.0) * vec3(uNormalScale, uNormalScale, 1.0))); #endif // THREE_TEX // The value of uOpaque and uMask can be 0.0 or 1.0. // If uOpaque is 1.0, alpha value of final color is 1.0; // If uOpaque is 0.0 and uMask is 1.0, alpha value of final color is 0.0 when input alpha is lower than uAlphaThreshold or // 1.0 when input alpha is larger than uAlphaThreshold. // https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#_material_alphamode baseColor.a = mix(baseColor.a, 1.0, uOpaque); baseColor.a = min(mix(baseColor.a, floor(baseColor.a - uAlphaThreshold + 1.0), uMask), 1.0); metallic = clamp(metallic, 0.0, 1.0); // Roughness is authored as perceptual roughness; as is convention, // convert to material roughness by squaring the perceptual roughness [2]. perceptualRoughness = clamp(perceptualRoughness, c_MinRoughness, 1.0); lowp float alphaRoughness = perceptualRoughness * perceptualRoughness; lowp vec3 f0 = vec3(0.04); lowp vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0); diffuseColor *= (1.0 - metallic); lowp vec3 specularColor = mix(f0, baseColor.rgb, metallic); // Compute reflectance. lowp float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b); // For typical incident reflectance range (between 4% to 100%) set the grazing reflectance to 100% for typical fresnel effect. // For very low reflectance range on highly diffuse objects (below 4%), incrementally reduce grazing reflecance to 0%. lowp float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0); lowp vec3 specularEnvironmentR0 = specularColor.rgb; lowp vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90; mediump vec3 v = normalize(vPositionToCamera); // Vector from surface point to camera mediump float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0); mediump vec3 reflection = -normalize(reflect(v, n)); lowp vec3 color = vec3(0.0); lowp vec3 diffuseLight = linear(texture(sDiffuseEnvSampler, n * uYDirection).rgb); lowp vec3 specularLight = linear(texture(sSpecularEnvSampler, reflection * uYDirection).rgb); // retrieve a scale and bias to F0. See [1], Figure 3 lowp vec3 brdf = linear(texture(sbrdfLUT, vec2(NdotV, 1.0 - perceptualRoughness)).rgb); lowp vec3 diffuse = diffuseLight * diffuseColor; lowp vec3 specular = specularLight * (specularColor * brdf.x + brdf.y); color += (diffuse + specular) * uIblIntensity; #ifdef OCCLUSION lowp float ao = texture(sOcclusion, vUV).r; color = mix(color, color * ao, uOcclusionStrength); #endif // OCCLUSION #ifdef EMISSIVE lowp vec3 emissive = linear(texture(sEmissive, vUV).rgb) * uEmissiveFactor; color += emissive; #endif // EMISSIVE FragColor = vec4(pow(color, vec3(1.0 / 2.2)), baseColor.a); }