diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 4f2be8bf60f..b3e883b566f 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1049,6 +1049,7 @@ void main() { #else vec3 ref_vec = reflect(-view, normal); #endif + ref_vec = mix(ref_vec, normal, roughness * roughness); float horizon = min(1.0 + dot(ref_vec, normal), 1.0); ref_vec = scene_data.radiance_inverse_xform * ref_vec; specular_light = textureLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).rgb; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index 5947fc53517..3b8aaa15f9a 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -988,8 +988,10 @@ void fragment_shader(in SceneData scene_data) { vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); vec3 ref_vec = reflect(-view, bent_normal); + ref_vec = mix(ref_vec, bent_normal, roughness * roughness); #else vec3 ref_vec = reflect(-view, normal); + ref_vec = mix(ref_vec, normal, roughness * roughness); #endif float horizon = min(1.0 + dot(ref_vec, normal), 1.0); @@ -1046,6 +1048,7 @@ void fragment_shader(in SceneData scene_data) { ambient_light *= attenuation; specular_light *= attenuation; + ref_vec = mix(ref_vec, n, clearcoat_roughness * clearcoat_roughness); float horizon = min(1.0 + dot(ref_vec, normal), 1.0); ref_vec = scene_data.radiance_inverse_xform * ref_vec; float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD; @@ -1203,6 +1206,7 @@ void fragment_shader(in SceneData scene_data) { uint index1 = instances.data[instance_index].gi_offset & 0xFFFF; vec3 ref_vec = normalize(reflect(-view, normal)); + ref_vec = mix(ref_vec, normal, roughness * roughness); //find arbitrary tangent and bitangent, then build a matrix vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0); vec3 tangent = normalize(cross(v0, normal)); @@ -1302,6 +1306,18 @@ void fragment_shader(in SceneData scene_data) { item_to = subgroupBroadcastFirst(subgroupMax(item_to)); #endif +#ifdef LIGHT_ANISOTROPY_USED + // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy + vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; + vec3 anisotropic_tangent = cross(anisotropic_direction, view); + vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); + vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); +#else + vec3 bent_normal = normal; +#endif + vec3 ref_vec = normalize(reflect(-view, bent_normal)); + ref_vec = mix(ref_vec, bent_normal, roughness * roughness); + for (uint i = item_from; i < item_to; i++) { uint mask = cluster_buffer.data[cluster_reflection_offset + i]; mask &= cluster_get_range_clip_mask(i, item_min, item_max); @@ -1324,16 +1340,8 @@ void fragment_shader(in SceneData scene_data) { if (!bool(reflections.data[reflection_index].mask & instances.data[instance_index].layer_mask)) { continue; //not masked } -#ifdef LIGHT_ANISOTROPY_USED - // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy - vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; - vec3 anisotropic_tangent = cross(anisotropic_direction, view); - vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); - vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); -#else - vec3 bent_normal = normal; -#endif - reflection_process(reflection_index, view, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); + + reflection_process(reflection_index, vertex, ref_vec, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); } } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index c92b29b14a2..4f2e9793a5a 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -869,7 +869,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v diffuse_light, specular_light); } -void reflection_process(uint ref_index, vec3 view, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) { +void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) { vec3 box_extents = reflections.data[ref_index].box_extents; vec3 local_pos = (reflections.data[ref_index].local_matrix * vec4(vertex, 1.0)).xyz; @@ -877,8 +877,6 @@ void reflection_process(uint ref_index, vec3 view, vec3 vertex, vec3 normal, flo return; } - vec3 ref_vec = normalize(reflect(-view, normal)); - vec3 inner_pos = abs(local_pos / box_extents); float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z)); //make blend more rounded diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index 26d0de46c24..042de7b5908 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -889,8 +889,10 @@ void main() { vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); vec3 ref_vec = reflect(-view, bent_normal); + ref_vec = mix(ref_vec, bent_normal, roughness * roughness); #else vec3 ref_vec = reflect(-view, normal); + ref_vec = mix(ref_vec, normal, roughness * roughness); #endif float horizon = min(1.0 + dot(ref_vec, normal), 1.0); ref_vec = scene_data.radiance_inverse_xform * ref_vec; @@ -940,6 +942,7 @@ void main() { vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map float NoV = max(dot(n, view), 0.0001); vec3 ref_vec = reflect(-view, n); + ref_vec = mix(ref_vec, n, clearcoat_roughness * clearcoat_roughness); // The clear coat layer assumes an IOR of 1.5 (4% reflectance) float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV)); float attenuation = 1.0 - Fc; @@ -1036,6 +1039,19 @@ void main() { vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0); uint reflection_indices = draw_call.reflection_probes.x; + +#ifdef LIGHT_ANISOTROPY_USED + // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy + vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; + vec3 anisotropic_tangent = cross(anisotropic_direction, view); + vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); + vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); +#else + vec3 bent_normal = normal; +#endif + vec3 ref_vec = normalize(reflect(-view, bent_normal)); + ref_vec = mix(ref_vec, bent_normal, roughness * roughness); + for (uint i = 0; i < 8; i++) { uint reflection_index = reflection_indices & 0xFF; if (i == 4) { @@ -1047,16 +1063,8 @@ void main() { if (reflection_index == 0xFF) { break; } -#ifdef LIGHT_ANISOTROPY_USED - // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy - vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; - vec3 anisotropic_tangent = cross(anisotropic_direction, view); - vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); - vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); -#else - vec3 bent_normal = normal; -#endif - reflection_process(reflection_index, view, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); + + reflection_process(reflection_index, vertex, ref_vec, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); } if (reflection_accum.a > 0.0) {