首先,PBR最大的特点还是引入了微平面概念
World Space BF Normals 24bpp + Glossiness 8bpp RT1
D24S8 Depth + Stencil bits for tagging indoor surfaces 8pp RT0
float3 ImportanceSampleGGX( float2 Xi, float Roughness , float3 N )
{
float a = Roughness * Roughness;
float Phi = * PI * Xi.x;
float CosTheta = sqrt( ( - Xi.y) / ( + (a*a - ) * Xi.y ) );
float SinTheta = sqrt( - CosTheta * CosTheta );
float3 H;
H.x = SinTheta * cos( Phi );
H.y = SinTheta * sin( Phi );
H.z = CosTheta;
float3 UpVector = abs(N.z) < 0.999 ? float3(,,) : float3(,,);
float3 TangentX = normalize( cross( UpVector , N ) );
float3 TangentY = cross( N, TangentX );
// Tangent to world space
return TangentX * H.x + TangentY * H.y + N * H.z;
}
float3 SpecularIBL( float3 SpecularColor , float Roughness , float3 N, float3 V )
{
float3 SpecularLighting = ;
const uint NumSamples = ;
for( uint i = ; i < NumSamples; i++ )
{
float2 Xi = Hammersley( i, NumSamples );
float3 H = ImportanceSampleGGX( Xi, Roughness , N );
float3 L = * dot( V, H ) * H - V;
float NoV = saturate( dot( N, V ) );
float NoL = saturate( dot( N, L ) );
float NoH = saturate( dot( N, H ) );
float VoH = saturate( dot( V, H ) );
if( NoL > )
{
float3 SampleColor = EnvMap.SampleLevel( EnvMapSampler , L, ).rgb;
float G = G_Smith( Roughness , NoV, NoL );
float Fc = pow( - VoH, );
float3 F = ( - Fc) * SpecularColor + Fc;
// Incident light = SampleColor * NoL
// Microfacet specular = D*G*F / (4*NoL*NoV)
// pdf = D * NoH / (4 * VoH)
SpecularLighting += SampleColor * F * G * VoH / (NoH * NoV);
}
}
return SpecularLighting / NumSamples;
}
上面是计算Specular间接光的shader 伪代码,1024次对实时的GPU来说还是很难的,需要对公式做拆分
-
float3 PrefilterEnvMap( float Roughness , float3 R )
{
float3 N = R;
float3 V = R;
float3 PrefilteredColor = ;
const uint NumSamples = ;
for( uint i = ; i < NumSamples; i++ )
{
float2 Xi = Hammersley( i, NumSamples );
float3 H = ImportanceSampleGGX( Xi, Roughness , N );
float3 L = * dot( V, H ) * H - V;
float NoL = saturate( dot( N, L ) );
if( NoL > )
{
PrefilteredColor += EnvMap.SampleLevel( EnvMapSampler , L, ).rgb * NoL;
TotalWeight += NoL;
}
}
return PrefilteredColor / TotalWeight;
}PrefilterEnvMap生成部分的shader代码。
float2 IntegrateBRDF( float Roughness , float NoV )
{
float3 V;
V.x = sqrt( 1.0f - NoV * NoV ); // sin
V.y = ;
V.z = NoV; // cos
float A = ;
float B = ;
const uint NumSamples = ;
for( uint i = ; i < NumSamples; i++ )
{
float2 Xi = Hammersley( i, NumSamples );
float3 H = ImportanceSampleGGX( Xi, Roughness , N );
float3 L = * dot( V, H ) * H - V;
float NoL = saturate( L.z );
float NoH = saturate( H.z );
float VoH = saturate( dot( V, H ) );
if( NoL > )
{
float G = G_Smith( Roughness , NoV, NoL );
float G_Vis = G * VoH / (NoH * NoV);
float Fc = pow( - VoH, );
A += ( - Fc) * G_Vis;
B += Fc * G_Vis;
}
}
return float2( A, B ) / NumSamples;
}
最后把第一部分pre-fileter的cubemap和第2部分计算的部分相乘,就都出IBL的最终结果了
float3 ApproximateSpecularIBL( float3 SpecularColor , float Roughness , float3 N, float3 V )
{
float NoV = saturate( dot( N, V ) );
float3 R = * dot( V, N ) * N - V;
float3 PrefilteredColor = PrefilterEnvMap( Roughness , R );
float2 EnvBRDF = IntegrateBRDF( Roughness , NoV );
return PrefilteredColor * ( SpecularColor * EnvBRDF.x + EnvBRDF.y );
}
这里需要注意一点 : EPIC在ppt里提供的shader代码,并不是实际运行的代码,也就是说PrefilterEnvMap和 IntegrateBRDF这两个函数还是ALU方式的实现,而实际上是应该用LUT的方式来替换的。也就是下面的shader代码
half3 EnvBRDF( half3 SpecularColor, half Roughness, half NoV )
{
// Importance sampled preintegrated G * F
float2 AB = Texture2DSampleLevel( PreIntegratedGF, PreIntegratedGFSampler, float2( NoV, Roughness ), ).rg;
// Anything less than 2% is physically impossible and is instead considered to be shadowing
float3 GF = SpecularColor * AB.x + saturate( 50.0 * SpecularColor.g ) * AB.y;
return GF;
}
PreIntegratedGF就是我们前面提到的那张红绿的LUT图,这里最后算得的结果,才是UE4最终选择的近似方案,也是
-
floatMip=ComputeCubemapMipFromRoughness(GBuffer.Roughness,AmbientCubemapMipAdjust.w );
float3SampleColor=TextureCubeSampleLevel(AmbientCubemap,AmbientCubemapSampler, R,Mip).rgb; SpecularContribution+=SampleColor*EnvBRDF(GBuffer.SpecularColor,GBuffer.Roughness,NoV);再把结果相乘,就得到了最终的Specular的颜色。
float a0( float g, float NoV )
{
float t1 = 11.4 * pow( g, ) + 0.1;
float t2 = NoV + ( 0.1 – 0.09 * g );
return ( – exp( -t1 * t2 ) ) * 1.32 * exp2( -10.3 * NoV );
} float a1( float g, gloat NoV )
{
float t1 = max( 1.336 – 0.486 * g, );
float t2 = 0.06 + 3.25 * g + 12.8 * pow( g, );
float t3 = NoV + min( 0.125 – 0.1 * g, 0.1 );
return min( t1 – exp2( -t2 * t3 ), );
}
并进一步的做优化
-
float a0f( float g, float NoV )
{
float t1 = 0.095 + g * ( 0.6 + 4.19 * g );
float t2 = NoV + 0.025;
return t1 * t2 * exp2( – * NoV );
}
float a1f( float g, float NoV )
{
float t1 = 9.5 * g * NoV;
return 0.4 + 0.6 * ( – exp2( -t1 ) );
} rf0(ground truth)是点线,a0是实线,a0f是线段
-
float a004( float g, float NoV )
{
float t = min( 0.475 * g, exp2( -9.28 * NoV ) );
return ( t + 0.0275 ) * g + 0.015;
} ground truth rf0 =0.04是点线 a004是实线
float a1vf( float g )
{
return 0.25 * g + 0.75;
}
再用a004和a1vf算出新的a0r
-
float a0r( float g, float NoV )
{
return ( a004( g, NoV ) - a1vf( g ) * 0.04 ) / 0.96;
}至此,a0和a1的最终近似版本也完成了,前面我们提到实际计算就是关于rf0的插值运算
这里我们把rf0提出来
rf0 * a1+ (1-rf0) * a0 = rf0 (a1 - a0) + a0 ,那么最后的Environment BRDF近似公式
-
float3 EnvironmentBRDF( float g, float NoV, float3 rf0 )
{
float4 t = float4( /0.96, 0.475, (0.0275 - 0.25 * 0.04)/0.96, 0.25 );
t *= float4( g, g, g, g );
t += float4( , , (0.015 - 0.75 * 0.04)/0.96, 0.75 );
float a0 = t.x * min( t.y, exp2( -9.28 * NoV ) ) + t.z;
float a1 = t.w;
return saturate( a0 + rf0 * ( a1 - a0 ) );
}OP2的近似方法就先讲到这里了,PPT的公式推导还是太简单,建议还是看notebook的吧,如果有问题可以留言给我讨论
-
half3 EnvBRDFApprox( half3 SpecularColor, half Roughness, half NoV )
{
const half4 c0 = { -, -0.0275, -0.572, 0.022 };
const half4 c1 = { , 0.0425, 1.04, -0.04 };
half4 r = Roughness * c0 + c1;
half a004 = min( r.x * r.x, exp2( -9.28 * NoV ) ) * r.x + r.y;
half2 AB = half2( -1.04, 1.04 ) * a004 + r.zw;
return SpecularColor * AB.x + AB.y;
}材质为非金属时的近似公式
-
half EnvBRDFApproxNonmetal( half Roughness, half NoV )
{
// Same as EnvBRDFApprox( 0.04, Roughness, NoV )
const half2 c0 = { -, -0.0275 };
const half2 c1 = { , 0.0425 };
half2 r = Roughness * c0 + c1;
return min( r.x * r.x, exp2( -9.28 * NoV ) ) * r.x + r.y;
}在非金属的情况下,Specular没有颜色而只是一个亮度,这里就假设为0.04了
DiffuseColor+=SpecularColor*0.45;
SpecularColor=;
下面是和使用黑色行动2里的拟合方式的对比效果