Merge branch 'DRTVWR-559' of bitbucket.org:lindenlab/viewer into SL-17967

master
Howard Stearns 2022-08-29 10:17:09 -07:00
commit 6c4ff3f9c8
3 changed files with 24 additions and 17 deletions

View File

@ -52,6 +52,9 @@ float calcLegacyDistanceAttenuation(float distance, float falloff)
{
float dist_atten = 1.0 - clamp((distance + falloff)/(1.0 + falloff), 0.0, 1.0);
dist_atten *= dist_atten;
// Tweak falloff slightly to match pre-EEP attenuation
// NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit
dist_atten *= 2.0;
return dist_atten;
}
@ -303,7 +306,7 @@ vec2 getScreenXY(vec4 clip)
// Color utils
vec3 colorized_dot(float x)
vec3 colorize_dot(float x)
{
if (x > 0.0) return vec3( 0, x, 0 );
if (x < 0.0) return vec3(-x, 0, 0 );

View File

@ -68,6 +68,9 @@ vec2 getScreenXY(vec4 clip);
void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight );
vec3 srgb_to_linear(vec3 c);
// Util
vec3 hue_to_rgb(float hue);
void main()
{
#if defined(LOCAL_LIGHT_KILL)

View File

@ -188,6 +188,7 @@ vec3 srgb_to_linear(vec3 c);
// Debug Utils
vec3 BRDFDiffuse(vec3 color);
vec3 colorize_dot(float x);
vec3 fresnelSchlick( vec3 reflect0, vec3 reflect90, float vh);
float D_GGX( float nh, float alphaRough );
float V_GGX( float nl, float nv, float alphaRough );
@ -288,9 +289,12 @@ void main()
vec3 b = cross( n,t);
vec3 reflectVN = normalize(reflect(-v,n));
float dotNV = clamp(dot(n,v),0,1);
float dotTV = clamp(dot(t,v),0,1);
float dotBV = clamp(dot(b,v),0,1);
vec3 h, l;
float nh, nl, nv, vh, lightDist;
calcHalfVectors(light_dir, n, v, h, l, nh, nl, nv, vh, lightDist);
float tv = clamp(dot(t,v),0,1);
float bv = clamp(dot(b,v),0,1);
// Reference: getMetallicRoughnessInfo
vec3 base = linear_to_srgb(diffuse.rgb);
@ -303,10 +307,10 @@ void main()
#endif
// Common to RadianceGGX and RadianceLambertian
vec2 brdfPoint = clamp(vec2(dotNV, perceptualRough), vec2(0,0), vec2(1,1));
vec2 brdfPoint = clamp(vec2(nv, perceptualRough), vec2(0,0), vec2(1,1));
vec2 vScaleBias = getGGX( brdfPoint); // Environment BRDF: scale and bias applied to reflect0
vec3 fresnelR = max(vec3(1.0 - perceptualRough), reflect0) - reflect0; // roughness dependent fresnel
vec3 kSpec = reflect0 + fresnelR*pow(1.0 - dotNV, 5.0);
vec3 kSpec = reflect0 + fresnelR*pow(1.0 - nv, 5.0);
// Reference: getIBLRadianceGGX
// https://forum.substance3d.com/index.php?topic=3243.0
@ -351,21 +355,18 @@ void main()
colorSpec *= ao;
// Add in sun/moon reflection
vec3 h, l;
float nh, nl, nv, vh, lightDist;
calcHalfVectors(light_dir, n, v, h, l, nh, nl, nv, vh, lightDist);
if (nl > 0.0 || nv > 0.0)
{
vec3 sunColor = srgb_to_linear(sunlit * 2.0); // NOTE: *2.0 Midday should have strong sunlight
float scale = 4.9;
vec3 sunColor = srgb_to_linear(sunlit * scale); // NOTE: Midday should have strong sunlight
#if DEBUG_PBR_SUN_FULL_BRIGHT
sunColor = vec3(1);
#endif
// scol = sun shadow
vec3 intensity = ambocc * sunColor * nl * scol;
vec3 sunDiffuse = intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);
vec3 sunSpec = intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
bloom = dot(sunSpec, sunSpec) / 8.0;
vec3 sunDiffuse = base * intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);
vec3 sunSpec = intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
bloom = dot(sunSpec, sunSpec) / (scale * scale * scale);
#if DEBUG_PBR_SUN_SPEC_FRESNEL
colorDiffuse = vec3(0);
@ -515,13 +516,13 @@ void main()
color.rgb = b;
#endif
#if DEBUG_PBR_DOT_NV
color.rgb = vec3(dotNV);
color.rgb = vec3(nv);
#endif
#if DEBUG_PBR_DOT_TV
color.rgb = vec3(dotTV);
color.rgb = vec3(tv);
#endif
#if DEBUG_PBR_DOT_BV
color.rgb = vec3(dotBV);
color.rgb = vec3(bv);
#endif
#if DEBUG_PBR_AVG