#ifndef PBR_BRDF_HLSLI #define PBR_BRDF_HLSLI // [PBR-ADD: NEW FILE] static const float PBR_PI = 3.14159265359f; static const float PBR_EPSILON = 1.0e-5f; float3 SafeNormalize(float3 value, float3 fallbackValue) { const float lengthSquared = dot(value, value); return lengthSquared > PBR_EPSILON ? value * rsqrt(lengthSquared) : fallbackValue; } float3 BuildFallbackTangent(float3 normal) { const float3 referenceAxis = abs(normal.y) < 0.999f ? float3(0.0f, 1.0f, 0.0f) : float3(1.0f, 0.0f, 0.0f); return SafeNormalize(cross(referenceAxis, normal), float3(1.0f, 0.0f, 0.0f)); } float3 FresnelSchlick(float cosTheta, float3 f0) { const float x = 1.0f - saturate(cosTheta); const float x2 = x * x; const float x5 = x2 * x2 * x; return f0 + (1.0f - f0) * x5; } float DistributionGGX(float3 n, float3 h, float roughness) { const float alpha = roughness * roughness; const float alpha2 = alpha * alpha; const float nDotH = saturate(dot(n, h)); const float nDotH2 = nDotH * nDotH; const float denominator = nDotH2 * (alpha2 - 1.0f) + 1.0f; return alpha2 / max(PBR_PI * denominator * denominator, PBR_EPSILON); } float GeometrySchlickGGX(float nDotX, float roughness) { // UE4 常用的直接光 Schlick-GGX k。 const float r = roughness + 1.0f; const float k = (r * r) / 8.0f; return nDotX / max(nDotX * (1.0f - k) + k, PBR_EPSILON); } float GeometrySmith(float3 n, float3 v, float3 l, float roughness) { const float nDotV = saturate(dot(n, v)); const float nDotL = saturate(dot(n, l)); return GeometrySchlickGGX(nDotV, roughness) * GeometrySchlickGGX(nDotL, roughness); } float3 DecodeNormalMap(float3 encodedNormal, float normalScale) { float3 normalTS = encodedNormal * 2.0f - 1.0f; normalTS.xy *= normalScale; return normalize(normalTS); } float3 ToneMapACES(float3 color) { const float a = 2.51f; const float b = 0.03f; const float c = 2.43f; const float d = 0.59f; const float e = 0.14f; return saturate((color * (a * color + b)) / max(color * (c * color + d) + e, PBR_EPSILON)); } #endif // PBR_BRDF_HLSLI