MetalByTutorials/13-procedural-generation/projects/starter/procedural/Procedural/Metal Shaders/IBL.metal

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Metal

/**
* Copyright (c) 2019 Razeware LLC
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* Notwithstanding the foregoing, you may not use, copy, modify, merge, publish,
* distribute, sublicense, create a derivative work, and/or sell copies of the
* Software in any work that is designed, intended, or marketed for pedagogical or
* instructional purposes related to programming, coding, application development,
* or information technology. Permission for such use, copying, modification,
* merger, publication, distribution, sublicensing, creation of derivative works,
* or sale is expressly withheld.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include <metal_stdlib>
using namespace metal;
#import "Common.h"
constant bool hasColorTexture [[function_constant(0)]];
constant bool hasNormalTexture [[function_constant(1)]];
constant bool hasRoughnessTexture [[function_constant(2)]];
constant bool hasMetallicTexture [[function_constant(3)]];
constant bool hasAOTexture [[function_constant(4)]];
struct VertexOut {
float4 position [[position]];
float3 worldPosition;
float3 worldNormal;
float2 uv;
float3 worldTangent;
float3 worldBitangent;
};
fragment float4 fragment_IBL(VertexOut in [[stage_in]],
sampler textureSampler [[sampler(0)]],
constant Material &material [[buffer(BufferIndexMaterials)]],
constant FragmentUniforms &fragmentUniforms [[buffer(BufferIndexFragmentUniforms)]],
texture2d<float> baseColorTexture [[texture(0), function_constant(hasColorTexture)]],
texture2d<float> normalTexture [[texture(1), function_constant(hasNormalTexture)]],
texture2d<float> roughnessTexture [[texture(2), function_constant(hasRoughnessTexture)]],
texture2d<float> metallicTexture [[texture(3), function_constant(hasMetallicTexture)]],
texture2d<float> aoTexture [[texture(4), function_constant(hasAOTexture)]],
texturecube<float> skybox [[texture(BufferIndexSkybox)]],
texturecube<float> skyboxDiffuse [[texture(BufferIndexSkyboxDiffuse)]],
texture2d<float> brdfLut [[texture(BufferIndexBRDFLut)]]
){
// extract color
float3 baseColor;
if (hasColorTexture) {
float4 color = baseColorTexture.sample(textureSampler,
in.uv * fragmentUniforms.tiling);
if (color.a < 0.2) {
discard_fragment();
}
baseColor = color.rgb;
} else {
baseColor = material.baseColor;
}
// extract metallic
float metallic;
if (hasMetallicTexture) {
metallic = metallicTexture.sample(textureSampler, in.uv).r;
} else {
metallic = material.metallic;
}
// extract roughness
float roughness;
if (hasRoughnessTexture) {
roughness = roughnessTexture.sample(textureSampler, in.uv).r;
} else {
roughness = material.roughness;
}
// extract ambient occlusion
float ambientOcclusion;
if (hasAOTexture) {
ambientOcclusion = aoTexture.sample(textureSampler, in.uv).r;
} else {
ambientOcclusion = 1.0;
}
// normal map
float3 normal;
if (hasNormalTexture) {
float3 normalValue = normalTexture.sample(textureSampler, in.uv * fragmentUniforms.tiling).xyz * 2.0 - 1.0;
normal = in.worldNormal * normalValue.z
+ in.worldTangent * normalValue.x
+ in.worldBitangent * normalValue.y;
} else {
normal = in.worldNormal;
}
normal = normalize(normal);
float4 diffuse = skyboxDiffuse.sample(textureSampler, normal);
diffuse = mix(pow(diffuse, 0.3), diffuse, metallic);
float3 viewDirection = in.worldPosition.xyz -
fragmentUniforms.cameraPosition;
float3 textureCoordinates = reflect(viewDirection, normal);
constexpr sampler s(filter::linear, mip_filter::linear);
float3 prefilteredColor = skybox.sample(s, textureCoordinates,
level(roughness * 10)).rgb;
float nDotV = saturate(dot(normal, normalize(-viewDirection)));
float2 envBRDF = brdfLut.sample(s, float2(roughness, nDotV)).rg;
float3 f0 = mix(0.04, baseColor.rgb, metallic);
float3 specularIBL = f0 * envBRDF.r + envBRDF.g;
float3 specular = prefilteredColor * specularIBL;
float4 color = diffuse * float4(baseColor, 1) + float4(specular, 1);
color *= ambientOcclusion;
return color;
}