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Improvements to prefiltered environment maps (AcademySoftwareFoundati…
…on#1420) As discussed with @jstone-lucasfilm, MaterialXView's pre-integrated IBL path (i.e. when FIS is turned off) is broken. This PR attempts to fix this issue.
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libraries/pbrlib/genglsl/lib/mx_prefilter_environment.glsl
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#include "mx_microfacet_specular.glsl" | ||
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// Construct an orthonormal basis from a unit vector. | ||
// https://graphics.pixar.com/library/OrthonormalB/paper.pdf | ||
mat3 mx_orthonormal_basis(vec3 N) | ||
{ | ||
float sign = (N.z < 0.0) ? -1.0 : 1.0; | ||
float a = -1.0 / (sign + N.z); | ||
float b = N.x * N.y * a; | ||
vec3 X = vec3(1.0 + sign * N.x * N.x * a, sign * b, -sign * N.x); | ||
vec3 Y = vec3(b, sign + N.y * N.y * a, -N.y); | ||
return mat3(X, Y, N); | ||
} | ||
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// The inverse of mx_latlong_projection. | ||
vec3 mx_latlong_map_projection_inverse(vec2 uv) | ||
{ | ||
float latitude = (uv.y - 0.5) * M_PI; | ||
float longitude = (uv.x - 0.5) * M_PI * 2.0; | ||
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float x = -cos(latitude) * sin(longitude); | ||
float y = -sin(latitude); | ||
float z = cos(latitude) * cos(longitude); | ||
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return vec3(x, y, z); | ||
} | ||
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vec3 mx_prefilter_environment() | ||
{ | ||
vec2 uv = gl_FragCoord.xy * pow(2.0, $envPrefilterMip) / vec2(2048.0, 1024.0); | ||
float alpha = mx_latlong_lod_to_alpha(float($envPrefilterMip)); | ||
if ($envPrefilterMip == 0) | ||
{ | ||
return textureLod($envRadiance, uv, 0).rgb; | ||
} | ||
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// Compute world normal and transform. | ||
vec3 worldN = mx_latlong_map_projection_inverse(uv); | ||
mat3 tangentToWorld = mx_orthonormal_basis(worldN); | ||
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// Local normal and view vectors are constant and aligned. | ||
vec3 V = vec3(0.0, 0.0, 1.0); | ||
float NdotV = 1.0; | ||
float G1V = mx_ggx_smith_G1(NdotV, alpha); | ||
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// Integrate the LD term for the given environment and alpha. | ||
vec3 radiance = vec3(0.0, 0.0, 0.0); | ||
float weight = 0.0; | ||
int envRadianceSamples = 1024; | ||
for (int i = 0; i < envRadianceSamples; i++) | ||
{ | ||
vec2 Xi = mx_spherical_fibonacci(i, envRadianceSamples); | ||
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// Compute the half vector and incoming light direction. | ||
vec3 H = mx_ggx_importance_sample_VNDF(Xi, V, vec2(alpha)); | ||
vec3 L = -V + 2.0 * H.z * H; | ||
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// Compute dot products for this sample. | ||
float NdotL = clamp(L.z, M_FLOAT_EPS, 1.0); | ||
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// Compute the geometric term. | ||
float G = mx_ggx_smith_G2(NdotL, NdotV, alpha); | ||
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// Sample the environment light from the given direction. | ||
vec3 Lw = tangentToWorld * L; | ||
float pdf = mx_ggx_NDF(H, vec2(alpha)) * G1V / (4.0 * NdotV); | ||
float lod = mx_latlong_compute_lod(Lw, pdf, float($envRadianceMips - 1), envRadianceSamples); | ||
vec3 sampleColor = mx_latlong_map_lookup(Lw, $envMatrix, lod, $envRadiance); | ||
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// Add the radiance contribution of this sample. | ||
radiance += G * sampleColor; | ||
weight += G; | ||
} | ||
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return radiance / weight; | ||
} |
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