Merge pull request #22639 from tagcup/opt

Avoid some unnecessary calculations in scene.glsl.
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Rémi Verschelde 2018-11-12 21:22:57 +01:00 committed by GitHub
commit 8849d3b47d
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2 changed files with 51 additions and 67 deletions

View file

@ -247,7 +247,7 @@ void light_compute(
float cLdotH = max(dot(L, H), 0.0); float cLdotH = max(dot(L, H), 0.0);
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
float blinn = pow(cNdotH, shininess); float blinn = pow(cNdotH, shininess);
blinn *= (shininess + 8.0) / (8.0 * 3.141592654); blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
#endif #endif
@ -1012,9 +1012,7 @@ float G_GGX_2cos(float cos_theta_m, float alpha) {
// This approximates G_GGX_2cos(cos_theta_l, alpha) * G_GGX_2cos(cos_theta_v, alpha) // This approximates G_GGX_2cos(cos_theta_l, alpha) * G_GGX_2cos(cos_theta_v, alpha)
// See Filament docs, Specular G section. // See Filament docs, Specular G section.
float V_GGX(float cos_theta_l, float cos_theta_v, float alpha) { float V_GGX(float cos_theta_l, float cos_theta_v, float alpha) {
float v = cos_theta_l * (cos_theta_v * (1.0 - alpha) + alpha); return 0.5 / mix(2.0 * cos_theta_l * cos_theta_v, cos_theta_l + cos_theta_v, alpha);
float l = cos_theta_v * (cos_theta_l * (1.0 - alpha) + alpha);
return 0.5 / (v + l);
} }
float D_GGX(float cos_theta_m, float alpha) { float D_GGX(float cos_theta_m, float alpha) {
@ -1126,6 +1124,18 @@ LIGHT_SHADER_CODE
float NdotV = dot(N, V); float NdotV = dot(N, V);
float cNdotV = max(NdotV, 0.0); float cNdotV = max(NdotV, 0.0);
#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
vec3 H = normalize(V + L);
#endif
#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
float cNdotH = max(dot(N, H), 0.0);
#endif
#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
float cLdotH = max(dot(L, H), 0.0);
#endif
if (metallic < 1.0) { if (metallic < 1.0) {
#if defined(DIFFUSE_OREN_NAYAR) #if defined(DIFFUSE_OREN_NAYAR)
vec3 diffuse_brdf_NL; vec3 diffuse_brdf_NL;
@ -1160,13 +1170,9 @@ LIGHT_SHADER_CODE
#elif defined(DIFFUSE_BURLEY) #elif defined(DIFFUSE_BURLEY)
{ {
float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5;
vec3 H = normalize(V + L); float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV);
float cLdotH = max(0.0, dot(L, H)); float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL);
float FD90 = 0.5 + 2.0 * cLdotH * cLdotH * roughness;
float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotV);
float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotL);
diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL; diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
/* /*
float energyBias = mix(roughness, 0.0, 0.5); float energyBias = mix(roughness, 0.0, 0.5);
@ -1209,13 +1215,9 @@ LIGHT_SHADER_CODE
#if defined(SPECULAR_BLINN) #if defined(SPECULAR_BLINN)
//normalized blinn //normalized blinn
vec3 H = normalize(V + L);
float cNdotH = max(dot(N, H), 0.0);
float cVdotH = max(dot(V, H), 0.0);
float cLdotH = max(dot(L, H), 0.0);
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
float blinn = pow(cNdotH, shininess); float blinn = pow(cNdotH, shininess);
blinn *= (shininess + 8.0) / (8.0 * 3.141592654); blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
#elif defined(SPECULAR_PHONG) #elif defined(SPECULAR_PHONG)
@ -1224,7 +1226,7 @@ LIGHT_SHADER_CODE
float cRdotV = max(0.0, dot(R, V)); float cRdotV = max(0.0, dot(R, V));
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
float phong = pow(cRdotV, shininess); float phong = pow(cRdotV, shininess);
phong *= (shininess + 8.0) / (8.0 * 3.141592654); phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
specular_brdf_NL = (phong) / max(4.0 * cNdotV * cNdotL, 0.75); specular_brdf_NL = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
#elif defined(SPECULAR_TOON) #elif defined(SPECULAR_TOON)
@ -1240,11 +1242,6 @@ LIGHT_SHADER_CODE
#elif defined(SPECULAR_SCHLICK_GGX) #elif defined(SPECULAR_SCHLICK_GGX)
// shlick+ggx as default // shlick+ggx as default
vec3 H = normalize(V + L);
float cNdotH = max(dot(N, H), 0.0);
float cLdotH = max(dot(L, H), 0.0);
#if defined(LIGHT_USE_ANISOTROPY) #if defined(LIGHT_USE_ANISOTROPY)
float alpha = roughness * roughness; float alpha = roughness * roughness;
float aspect = sqrt(1.0 - anisotropy * 0.9); float aspect = sqrt(1.0 - anisotropy * 0.9);
@ -1275,13 +1272,8 @@ LIGHT_SHADER_CODE
specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation; specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
#if defined(LIGHT_USE_CLEARCOAT) #if defined(LIGHT_USE_CLEARCOAT)
if (clearcoat_gloss > 0.0) {
#if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN)
vec3 H = normalize(V + L);
#endif
#if !defined(SPECULAR_SCHLICK_GGX) #if !defined(SPECULAR_SCHLICK_GGX)
float cNdotH = max(dot(N, H), 0.0);
float cLdotH = max(dot(L, H), 0.0);
float cLdotH5 = SchlickFresnel(cLdotH); float cLdotH5 = SchlickFresnel(cLdotH);
#endif #endif
float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss)); float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
@ -1292,7 +1284,6 @@ LIGHT_SHADER_CODE
float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL; float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation; specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
}
#endif #endif
} }

View file

@ -949,6 +949,18 @@ LIGHT_SHADER_CODE
float NdotV = dot(N, V); float NdotV = dot(N, V);
float cNdotV = max(NdotV, 0.0); float cNdotV = max(NdotV, 0.0);
#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
vec3 H = normalize(V + L);
#endif
#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
float cNdotH = max(dot(N, H), 0.0);
#endif
#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
float cLdotH = max(dot(L, H), 0.0);
#endif
if (metallic < 1.0) { if (metallic < 1.0) {
#if defined(DIFFUSE_OREN_NAYAR) #if defined(DIFFUSE_OREN_NAYAR)
vec3 diffuse_brdf_NL; vec3 diffuse_brdf_NL;
@ -983,13 +995,9 @@ LIGHT_SHADER_CODE
#elif defined(DIFFUSE_BURLEY) #elif defined(DIFFUSE_BURLEY)
{ {
float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5;
vec3 H = normalize(V + L); float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV);
float cLdotH = max(0.0, dot(L, H)); float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL);
float FD90 = 0.5 + 2.0 * cLdotH * cLdotH * roughness;
float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotV);
float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotL);
diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL; diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
/* /*
float energyBias = mix(roughness, 0.0, 0.5); float energyBias = mix(roughness, 0.0, 0.5);
@ -1026,13 +1034,9 @@ LIGHT_SHADER_CODE
#if defined(SPECULAR_BLINN) #if defined(SPECULAR_BLINN)
//normalized blinn //normalized blinn
vec3 H = normalize(V + L);
float cNdotH = max(dot(N, H), 0.0);
float cVdotH = max(dot(V, H), 0.0);
float cLdotH = max(dot(L, H), 0.0);
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
float blinn = pow(cNdotH, shininess); float blinn = pow(cNdotH, shininess);
blinn *= (shininess + 8.0) / (8.0 * 3.141592654); blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
float intensity = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); float intensity = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
specular_light += light_color * intensity * specular_blob_intensity * attenuation; specular_light += light_color * intensity * specular_blob_intensity * attenuation;
@ -1043,7 +1047,7 @@ LIGHT_SHADER_CODE
float cRdotV = max(0.0, dot(R, V)); float cRdotV = max(0.0, dot(R, V));
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
float phong = pow(cRdotV, shininess); float phong = pow(cRdotV, shininess);
phong *= (shininess + 8.0) / (8.0 * 3.141592654); phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75); float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
specular_light += light_color * intensity * specular_blob_intensity * attenuation; specular_light += light_color * intensity * specular_blob_intensity * attenuation;
@ -1063,11 +1067,6 @@ LIGHT_SHADER_CODE
#elif defined(SPECULAR_SCHLICK_GGX) #elif defined(SPECULAR_SCHLICK_GGX)
// shlick+ggx as default // shlick+ggx as default
vec3 H = normalize(V + L);
float cNdotH = max(dot(N, H), 0.0);
float cLdotH = max(dot(L, H), 0.0);
#if defined(LIGHT_USE_ANISOTROPY) #if defined(LIGHT_USE_ANISOTROPY)
float alpha = roughness * roughness; float alpha = roughness * roughness;
@ -1095,13 +1094,8 @@ LIGHT_SHADER_CODE
#endif #endif
#if defined(LIGHT_USE_CLEARCOAT) #if defined(LIGHT_USE_CLEARCOAT)
if (clearcoat_gloss > 0.0) {
#if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN)
vec3 H = normalize(V + L);
#endif
#if !defined(SPECULAR_SCHLICK_GGX) #if !defined(SPECULAR_SCHLICK_GGX)
float cNdotH = max(dot(N, H), 0.0);
float cLdotH = max(dot(L, H), 0.0);
float cLdotH5 = SchlickFresnel(cLdotH); float cLdotH5 = SchlickFresnel(cLdotH);
#endif #endif
float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss)); float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
@ -1111,7 +1105,6 @@ LIGHT_SHADER_CODE
float specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL; float specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation; specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
}
#endif #endif
} }