lygia
/lighting
/fresnelReflection
)Resolve fresnel coeficient and apply it to a reflection. It can apply iridescence to using a formula based on https://www.alanzucconi.com/2017/07/25/the-mathematics-of-thin-film-interference/
Dependencies:
lygia
/lighting
/fresnel
.glsl
lygia
/lighting
/envMap
.glsl
lygia
/math
/const
.glsl
lygia
/lighting
/ior
.glsl
Use:
<vec3> fresnelReflection(<vec3> R, <vec3> f0, <float> NoV)
<vec3> fresnelIridescentReflection(<vec3> normal, <vec3> view, <vec3> f0, <vec3> ior1, <vec3> ior2, <float> thickness, <float> roughness)
<vec3> fresnelReflection(<Material> _M)
#ifndef FRESNEL_REFLECTION_RGB
#define FRESNEL_REFLECTION_RGB vec3(612.0, 549.0, 464.0)
#endif
#ifndef FNC_FRESNEL_REFLECTION
#define FNC_FRESNEL_REFLECTION
vec3 fresnelReflection(const in vec3 R, const in vec3 f0, const in float NoV) {
vec3 frsnl = fresnel(f0, NoV);
vec3 reflectColor = vec3(0.0);
#if defined(FRESNEL_REFLECTION_FNC)
reflectColor = FRESNEL_REFLECTION_FNC(R);
#else
reflectColor = envMap(R, 1.0, 0.001);
#endif
return reflectColor * frsnl;
}
vec3 fresnelReflection(const in vec3 R, const in vec3 Fr) {
vec3 reflectColor = vec3(0.0);
#if defined(FRESNEL_REFLECTION_FNC)
reflectColor = FRESNEL_REFLECTION_FNC(R);
#else
reflectColor = envMap(R, 1.0, 0.001);
#endif
return reflectColor * Fr;
}
vec3 fresnelIridescentReflection(vec3 normal, vec3 view, float f0, float ior1, float ior2, float thickness, float roughness,
inout float Fr) {
float cos0 = -dot(view, normal);
Fr = fresnel(f0, cos0);
float T = 1.0 - Fr;
float a = ior1/ior2;
float cosi2 = sqrt(1.0 - a * a * (1.0 - cos0*cos0));
vec3 shift = 4.0 * PI * (thickness/FRESNEL_REFLECTION_RGB) * ior2 * cosi2 + HALF_PI;
vec3 irid = Fr * ( 1.0 + T * ( T + 2.0 * cos(shift) ) );
vec3 ref = envMap(reflect(view, normal), roughness, 0.0);
return (ref + pow5(ref)) * irid;
}
vec3 fresnelIridescentReflection(vec3 normal, vec3 view, float f0, float ior1, float ior2, float thickness, float roughness) {
float Fr = 0.0;
return fresnelIridescentReflection(normal, view, f0, ior1, ior2, thickness, roughness, Fr);
}
vec3 fresnelIridescentReflection(vec3 normal, vec3 view, vec3 f0, vec3 ior1, vec3 ior2, float thickness, float roughness,
inout vec3 Fr) {
float cos0 = -dot(view, normal);
Fr = fresnel(f0, cos0);
vec3 T = 1.0 - Fr;
vec3 a = ior1/ior2;
vec3 cosi2 = sqrt(1.0 - a * a * (1.0 - cos0*cos0));
vec3 shift = 4.0 * PI * (thickness/FRESNEL_REFLECTION_RGB) * ior2 * cosi2 + HALF_PI;
vec3 irid = Fr * ( 1.0 + T * ( T + 2.0 * cos(shift) ) );
vec3 ref = envMap(reflect(view, normal), roughness, 0.0);
return (ref + pow5(ref)) * irid;
}
vec3 fresnelIridescentReflection(vec3 normal, vec3 view, vec3 f0, vec3 ior1, vec3 ior2, float thickness, float roughness) {
vec3 Fr = vec3(0.0);
return fresnelIridescentReflection(normal, view, f0, ior1, ior2, thickness, roughness, Fr);
}
vec3 fresnelIridescentReflection(vec3 normal, vec3 view, float ior1, float ior2, float thickness, float roughness) {
float F0 = (ior2-1.)/(ior2+1.);
return fresnelIridescentReflection(normal, view, F0 * F0, ior1, ior2, thickness, roughness);
}
vec3 fresnelIridescentReflection(vec3 normal, vec3 view, vec3 ior1, vec3 ior2, float thickness, float roughness) {
vec3 F0 = (ior2-1.)/(ior2+1.);
return fresnelIridescentReflection(normal, view, F0 * F0, ior1, ior2, thickness, roughness);
}
vec3 fresnelReflection(Material _M, ShadingData shadingData) {
vec3 f0 = vec3(0.04, 0.04, 0.04);
#if defined(SHADING_MODEL_IRIDESCENCE)
return fresnelIridescentReflection(_M.normal, -shadingData.V, f0, vec3(IOR_AIR, IOR_AIR, IOR_AIR), _M.ior, _M.thickness, _M.roughness);
#else
return fresnelReflection(shadingData.R, f0, shadingData.NoV) * (1.0-_M.roughness);
#endif
}
#endif
Dependencies:
lygia
/lighting
/fresnel
.glsl
lygia
/lighting
/envMap
.glsl
lygia
/math
/const
.glsl
lygia
/lighting
/ior
.glsl
Use:
<float3> fresnelReflection(<float3> R, <float3> f0, <float> NoV)
<float3> fresnelIridescentReflection(<float3> normal, <float3> view, <float3> f0, <float3> ior1, <float3> ior2, <float> thickness, <float> roughness)
<float3> fresnelReflection(<Material> _M)
#ifndef FRESNEL_REFLECTION_RGB
#define FRESNEL_REFLECTION_RGB float3(612.0, 549.0, 464.0)
#endif
#ifndef FNC_FRESNEL_REFLECTION
#define FNC_FRESNEL_REFLECTION
float3 fresnelReflection(const in float3 R, const in float3 f0, const in float NoV)
{
float3 frsnl = fresnel(f0, NoV);
float3 reflectColor = float3(0.0, 0.0, 0.0);
#if defined(FRESNEL_REFLECTION_FNC)
reflectColor = FRESNEL_REFLECTION_FNC(R);
#else
reflectColor = envMap(R, 1.0, 0.001);
#endif
return reflectColor * frsnl;
}
float3 fresnelReflection(const in float3 R, const in float3 Fr)
{
float3 reflectColor = float3(0.0, 0.0, 0.0);
#if defined(FRESNEL_REFLECTION_FNC)
reflectColor = FRESNEL_REFLECTION_FNC(R);
#else
reflectColor = envMap(R, 1.0, 0.001);
#endif
return reflectColor * Fr;
}
float3 fresnelIridescentReflection(float3 normal, float3 view, float f0, float ior1, float ior2, float thickness, float roughness,
inout float Fr)
{
float cos0 = -dot(view, normal);
Fr = fresnel(f0, cos0);
float T = 1.0 - Fr;
float a = ior1 / ior2;
float cosi2 = sqrt(1.0 - a * a * (1.0 - cos0 * cos0));
float3 shift = 4.0 * PI * (thickness / FRESNEL_REFLECTION_RGB) * ior2 * cosi2 + HALF_PI;
float3 irid = Fr * (1.0 + T * (T + 2.0 * cos(shift)));
float3 ref = envMap(reflect(view, normal), roughness, 0.0);
return (ref + pow5(ref)) * irid;
}
float3 fresnelIridescentReflection(float3 normal, float3 view, float f0, float ior1, float ior2, float thickness, float roughness)
{
float Fr = 0.0;
return fresnelIridescentReflection(normal, view, f0, ior1, ior2, thickness, roughness, Fr);
}
float3 fresnelIridescentReflection(float3 normal, float3 view, float3 f0, float3 ior1, float3 ior2, float thickness, float roughness,
inout float3 Fr)
{
float cos0 = -dot(view, normal);
Fr = fresnel(f0, cos0);
float3 T = 1.0 - Fr;
float3 a = ior1 / ior2;
float3 cosi2 = sqrt(1.0 - a * a * (1.0 - cos0 * cos0));
float3 shift = 4.0 * PI * (thickness / FRESNEL_REFLECTION_RGB) * ior2 * cosi2 + HALF_PI;
float3 irid = Fr * (1.0 + T * (T + 2.0 * cos(shift)));
float3 ref = envMap(reflect(view, normal), roughness, 0.0);
return (ref + pow5(ref)) * irid;
}
float3 fresnelIridescentReflection(float3 normal, float3 view, float3 f0, float3 ior1, float3 ior2, float thickness, float roughness)
{
float3 Fr = float3(0.0, 0.0, 0.0);
return fresnelIridescentReflection(normal, view, f0, ior1, ior2, thickness, roughness, Fr);
}
float3 fresnelIridescentReflection(float3 normal, float3 view, float ior1, float ior2, float thickness, float roughness)
{
float F0 = (ior2 - 1.) / (ior2 + 1.);
return fresnelIridescentReflection(normal, view, F0 * F0, ior1, ior2, thickness, roughness);
}
float3 fresnelIridescentReflection(float3 normal, float3 view, float3 ior1, float3 ior2, float thickness, float roughness)
{
float3 F0 = (ior2 - 1.) / (ior2 + 1.);
return fresnelIridescentReflection(normal, view, F0 * F0, ior1, ior2, thickness, roughness);
}
float3 fresnelReflection(Material _M, ShadingData shadingData) {
float3 f0 = float3(0.04, 0.04, 0.04);
#if defined(SHADING_MODEL_IRIDESCENCE)
return fresnelIridescentReflection(_M.normal, -shadingData.V, f0, float3(IOR_AIR, IOR_AIR, IOR_AIR), _M.ior, _M.thickness, _M.roughness);
#else
return fresnelReflection(shadingData.R, f0, shadingData.NoV) * (1.0-_M.roughness);
#endif
}
#endif
Dependencies:
Use:
<vec3> fresnelReflection(<vec3> R, <vec3> f0, <float> NoV)
<vec3> fresnelIridescentReflection(<vec3> normal, <vec3> view, <vec3> f0, <vec3> ior1, <vec3> ior2, <float> thickness, <float> roughness)
<vec3> fresnelReflection(<Material> _M)
fn fresnelReflection(R: vec3f, f0: vec3f, NoV: f32) -> {
let frsnl = fresnel(f0, NoV);
let reflectColor = vec3f(0.0);
reflectColor = envMap(R, 1.0, 0.001);
return reflectColor * frsnl;
}
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