lygia
/lighting
/envMap
)Get enviroment map light comming from a normal direction and acording to some roughness/metallic value. If there is no SCENE_CUBEMAP texture it creates a fake cube
Dependencies:
lygia
/sample
/equirect
.glsl
lygia
/lighting
/material
/new
.glsl
lygia
/lighting
/shadingData
/new
.glsl
lygia
/lighting
/fakeCube
.glsl
lygia
/lighting
/toShininess
.glsl
Use:
<vec3> envMap(<vec3> _normal, <float> _roughness [, <float> _metallic])
#ifndef SAMPLE_CUBE_FNC
#if __VERSION__ >= 300
#define SAMPLE_CUBE_FNC(CUBEMAP, NORM, LOD) textureLod(CUBEMAP, NORM, LOD)
#else
#define SAMPLE_CUBE_FNC(CUBEMAP, NORM, LOD) textureCube(CUBEMAP, NORM, LOD)
#endif
#endif
#if __VERSION__ < 430
#define ENVMAP_MAX_MIP_LEVEL 3.0
#endif
#ifndef ENVMAP_LOD_OFFSET
#define ENVMAP_LOD_OFFSET 0
#endif
#ifndef FNC_ENVMAP
#define FNC_ENVMAP
float envMapRoughnessToLod(float roughness, float roughnessOneLevel) {
// quadratic fit for log2(roughness)+roughnessOneLevel
return roughnessOneLevel * roughness * (2.0 - roughness);
}
vec3 envMap(const in vec3 _normal, const in float _roughness, const in float _metallic) {
// ENVMAP overwrites cube sampling
#if defined(ENVMAP_FNC)
return ENVMAP_FNC(_normal, _roughness, _metallic);
#elif defined(SCENE_EQUIRECT)
return sampleEquirect(SCENE_EQUIRECT, _normal, 1.0 + 26.0 * _roughness).rgb;
// Cubemap sampling
#elif defined(SCENE_CUBEMAP) && !defined(ENVMAP_MAX_MIP_LEVEL)
int roughnessOneLevel = textureQueryLevels(SCENE_CUBEMAP) - ENVMAP_LOD_OFFSET - 1;
return SAMPLE_CUBE_FNC( SCENE_CUBEMAP, _normal, envMapRoughnessToLod(_roughness, float(roughnessOneLevel)) ).rgb;
#elif defined(SCENE_CUBEMAP)
return SAMPLE_CUBE_FNC( SCENE_CUBEMAP, _normal, envMapRoughnessToLod(_roughness, ENVMAP_MAX_MIP_LEVEL) ).rgb;
// Default
#else
return fakeCube(_normal, toShininess(_roughness, _metallic));
#endif
}
vec3 envMap(const in vec3 _normal, const in float _roughness) {
return envMap(_normal, _roughness, 1.0);
}
vec3 envMap(const in Material _M, ShadingData shadingData) {
return envMap(shadingData.R, _M.roughness, _M.metallic);
}
#endif
Dependencies:
lygia
/sampler
.glsl
lygia
/math
/powFast
.glsl
lygia
/lighting
/fakeCube
.glsl
lygia
/lighting
/toShininess
.glsl
Use:
<float3> envMap(<float3> _normal, <float> _roughness [, <float> _metallic])
#ifndef SAMPLE_CUBE_FNC
#define SAMPLE_CUBE_FNC(CUBEMAP, NORM, LOD) CUBEMAP.SampleLevel(SAMPLER_TRILINEAR_CLAMP, NORM, LOD)
#endif
#ifndef ENVMAP_LOD_OFFSET
#define ENVMAP_LOD_OFFSET 0
#endif
#ifndef FNC_ENVMAP
#define FNC_ENVMAP
float envMapRoughnessToLod(float roughness, float roughnessOneLevel) {
// quadratic fit for log2(roughness)+roughnessOneLevel
return roughnessOneLevel * roughness * (2.0 - roughness);
}
float3 envMap(float3 _normal, float _roughness, float _metallic) {
// ENVMAP overwrites cube sampling
#if defined(ENVMAP_FNC)
return ENVMAP_FNC(_normal, _roughness, _metallic);
// Cubemap sampling
#elif defined(SCENE_CUBEMAP) && !defined(ENVMAP_MAX_MIP_LEVEL)
uint width, height, levels;
SCENE_CUBEMAP.GetDimensions(0, width, height, levels);
float roughnessOneLevel = levels - ENVMAP_LOD_OFFSET - 1;
return SAMPLE_CUBE_FNC( SCENE_CUBEMAP, _normal, envMapRoughnessToLod(_roughness, roughnessOneLevel)).rgb;
#elif defined(SCENE_CUBEMAP)
return SAMPLE_CUBE_FNC( SCENE_CUBEMAP, _normal, envMapRoughnessToLod(_roughness, ENVMAP_MAX_MIP_LEVEL)).rgb;
// Default
#else
return fakeCube(_normal, toShininess(_roughness, _metallic));
#endif
}
float3 envMap(const in float3 _normal, const in float _roughness) {
return envMap(_normal, _roughness, 1.0);
}
float3 envMap(const in Material _M, ShadingData shadingData) {
return envMap(shadingData.R, _M.roughness, _M.metallic);
}
#endif
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