#ifndef RENDER_IBL_HLSLI #define RENDER_IBL_HLSLI // 必须与 IBLResources in ibl_resources.h.的定义顺序相同 TextureCube gIblIrradianceMap : register(t9); TextureCube gIblPrefilteredMap : register(t10); Texture2D gIblBrdfLut : register(t11); SamplerState gIblSampler : register(s3); cbuffer CBIBL : register(b4) { // x=intensity, y=prefilter max mip, z=Y rotation in radians, w=enabled float4 gIblParams; }; float3 IBL_RotateAroundY(float3 direction, float radians){ float sineValue; float cosineValue; sincos(radians, sineValue, cosineValue); return float3( cosineValue * direction.x + sineValue * direction.z, direction.y, -sineValue * direction.x + cosineValue * direction.z); } float3 IBL_FresnelSchlickRoughness(float cosTheta, float3 f0, float roughness) { const float oneMinusRoughness = 1.0f - roughness; const float3 grazing = max(float3(oneMinusRoughness, oneMinusRoughness, oneMinusRoughness), f0); const float factor = pow(1.0f - saturate(cosTheta), 5.0f); return f0 + (grazing - f0) * factor; } // V 点从表面到相机。 N 是世界空间着色法线。返回的值是线性 HDR 辐射度,必须在色调映射之前添加。 float3 EvaluateIBL(float3 N, float3 V, float3 baseColor, float metallic, float roughness, float ambientOcclusion) { float3 finalRet = float3(0.0f,0.0f,0.0f); if (gIblParams.w < 0.5f){ finalRet=float3(0.0f, 0.0f, 0.0f); } else { N = normalize(N); V = normalize(V); metallic = saturate(metallic); roughness = clamp(roughness, 0.045f, 1.0f); ambientOcclusion = saturate(ambientOcclusion); const float nDotV = saturate(dot(N, V)); const float3 dielectricF0 = float3(0.04f, 0.04f, 0.04f); const float3 f0 = lerp(dielectricF0, baseColor, metallic); const float3 F = IBL_FresnelSchlickRoughness(nDotV, f0, roughness); const float3 kD = (float3(1.0f, 1.0f, 1.0f) - F) * (1.0f - metallic); const float3 sampleN = IBL_RotateAroundY(N, gIblParams.z); const float3 irradiance = gIblIrradianceMap.SampleLevel(gIblSampler, sampleN, 0.0f).rgb; const float3 diffuse = irradiance * baseColor; const float3 reflection = reflect(-V, N); const float3 sampleR = IBL_RotateAroundY(reflection, gIblParams.z); const float lod = roughness * max(gIblParams.y, 0.0f); const float3 prefiltered = gIblPrefilteredMap.SampleLevel(gIblSampler, sampleR, lod).rgb; const float2 brdf = gIblBrdfLut.SampleLevel(gIblSampler, float2(nDotV, roughness), 0.0f).rg; const float3 specular = prefiltered * (F * brdf.x + brdf.y); finalRet = (kD * diffuse + specular) * ambientOcclusion * gIblParams.x; } return finalRet; } #endif // RENDER_IBL_HLSLI