Files
game_engine/crates/voltex_renderer/src/pbr_shader.wgsl
tolelom 1081fb472f feat(renderer): improve IBL with Hosek-Wilkie sky, SH irradiance, GPU BRDF LUT
- Hosek-Wilkie inspired procedural sky (Rayleigh/Mie scattering, sun disk)
- L2 Spherical Harmonics irradiance (9 coefficients, CPU computation)
- SH evaluation in shader replaces sample_environment for diffuse IBL
- GPU compute BRDF LUT (Rg16Float, higher precision than CPU Rgba8Unorm)
- SkyParams (sun_direction, turbidity) in ShadowUniform

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-25 20:58:28 +09:00

394 lines
13 KiB
WebGPU Shading Language

struct CameraUniform {
view_proj: mat4x4<f32>,
model: mat4x4<f32>,
camera_pos: vec3<f32>,
};
struct LightData {
position: vec3<f32>,
light_type: u32,
direction: vec3<f32>,
range: f32,
color: vec3<f32>,
intensity: f32,
inner_cone: f32,
outer_cone: f32,
_padding: vec2<f32>,
};
struct LightsUniform {
lights: array<LightData, 16>,
count: u32,
ambient_color: vec3<f32>,
};
struct MaterialUniform {
base_color: vec4<f32>,
metallic: f32,
roughness: f32,
ao: f32,
};
@group(0) @binding(0) var<uniform> camera: CameraUniform;
@group(0) @binding(1) var<uniform> lights_uniform: LightsUniform;
@group(1) @binding(0) var t_diffuse: texture_2d<f32>;
@group(1) @binding(1) var s_diffuse: sampler;
@group(1) @binding(2) var t_normal: texture_2d<f32>;
@group(1) @binding(3) var s_normal: sampler;
@group(1) @binding(4) var t_orm: texture_2d<f32>;
@group(1) @binding(5) var s_orm: sampler;
@group(1) @binding(6) var t_emissive: texture_2d<f32>;
@group(1) @binding(7) var s_emissive: sampler;
@group(2) @binding(0) var<uniform> material: MaterialUniform;
struct ShadowUniform {
light_view_proj: mat4x4<f32>,
shadow_map_size: f32,
shadow_bias: f32,
_padding: vec2<f32>,
sun_direction: vec3<f32>,
turbidity: f32,
sh_coefficients: array<vec4<f32>, 7>,
};
@group(3) @binding(0) var t_shadow: texture_depth_2d;
@group(3) @binding(1) var s_shadow: sampler_comparison;
@group(3) @binding(2) var<uniform> shadow: ShadowUniform;
@group(3) @binding(3) var t_brdf_lut: texture_2d<f32>;
@group(3) @binding(4) var s_brdf_lut: sampler;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) uv: vec2<f32>,
@location(3) tangent: vec4<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) world_normal: vec3<f32>,
@location(1) world_pos: vec3<f32>,
@location(2) uv: vec2<f32>,
@location(3) light_space_pos: vec4<f32>,
@location(4) world_tangent: vec3<f32>,
@location(5) world_bitangent: vec3<f32>,
};
@vertex
fn vs_main(model_v: VertexInput) -> VertexOutput {
var out: VertexOutput;
let world_pos = camera.model * vec4<f32>(model_v.position, 1.0);
out.world_pos = world_pos.xyz;
out.world_normal = (camera.model * vec4<f32>(model_v.normal, 0.0)).xyz;
out.clip_position = camera.view_proj * world_pos;
out.uv = model_v.uv;
out.light_space_pos = shadow.light_view_proj * world_pos;
let T = normalize((camera.model * vec4<f32>(model_v.tangent.xyz, 0.0)).xyz);
let N_out = normalize((camera.model * vec4<f32>(model_v.normal, 0.0)).xyz);
let B = cross(N_out, T) * model_v.tangent.w;
out.world_tangent = T;
out.world_bitangent = B;
return out;
}
// GGX Normal Distribution Function
fn distribution_ggx(N: vec3<f32>, H: vec3<f32>, roughness: f32) -> f32 {
let a = roughness * roughness;
let a2 = a * a;
let NdotH = max(dot(N, H), 0.0);
let NdotH2 = NdotH * NdotH;
let denom_inner = NdotH2 * (a2 - 1.0) + 1.0;
let denom = 3.14159265358979 * denom_inner * denom_inner;
return a2 / denom;
}
// Schlick-GGX geometry function (single direction)
fn geometry_schlick_ggx(NdotV: f32, roughness: f32) -> f32 {
let r = roughness + 1.0;
let k = (r * r) / 8.0;
return NdotV / (NdotV * (1.0 - k) + k);
}
// Smith geometry function (both directions)
fn geometry_smith(N: vec3<f32>, V: vec3<f32>, L: vec3<f32>, roughness: f32) -> f32 {
let NdotV = max(dot(N, V), 0.0);
let NdotL = max(dot(N, L), 0.0);
let ggx1 = geometry_schlick_ggx(NdotV, roughness);
let ggx2 = geometry_schlick_ggx(NdotL, roughness);
return ggx1 * ggx2;
}
// Fresnel-Schlick approximation
fn fresnel_schlick(cosTheta: f32, F0: vec3<f32>) -> vec3<f32> {
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
}
// Point light distance attenuation: inverse-square with smooth falloff at range boundary
fn attenuation_point(distance: f32, range: f32) -> f32 {
let d_over_r = distance / range;
let d_over_r4 = d_over_r * d_over_r * d_over_r * d_over_r;
let falloff = clamp(1.0 - d_over_r4, 0.0, 1.0);
return (falloff * falloff) / (distance * distance + 0.0001);
}
// Spot light angular attenuation
fn attenuation_spot(light: LightData, L: vec3<f32>) -> f32 {
let spot_dir = normalize(light.direction);
let theta = dot(spot_dir, -L);
return clamp(
(theta - light.outer_cone) / (light.inner_cone - light.outer_cone + 0.0001),
0.0,
1.0,
);
}
// Cook-Torrance BRDF contribution for one light
fn compute_light_contribution(
light: LightData,
N: vec3<f32>,
V: vec3<f32>,
world_pos: vec3<f32>,
F0: vec3<f32>,
albedo: vec3<f32>,
metallic: f32,
roughness: f32,
) -> vec3<f32> {
var L: vec3<f32>;
var radiance: vec3<f32>;
if light.light_type == 0u {
// Directional
L = normalize(-light.direction);
radiance = light.color * light.intensity;
} else if light.light_type == 1u {
// Point
let to_light = light.position - world_pos;
let dist = length(to_light);
L = normalize(to_light);
let att = attenuation_point(dist, light.range);
radiance = light.color * light.intensity * att;
} else {
// Spot
let to_light = light.position - world_pos;
let dist = length(to_light);
L = normalize(to_light);
let att_dist = attenuation_point(dist, light.range);
let att_ang = attenuation_spot(light, L);
radiance = light.color * light.intensity * att_dist * att_ang;
}
let H = normalize(V + L);
let NDF = distribution_ggx(N, H, roughness);
let G = geometry_smith(N, V, L, roughness);
let F = fresnel_schlick(max(dot(H, V), 0.0), F0);
let ks = F;
let kd = (vec3<f32>(1.0) - ks) * (1.0 - metallic);
let numerator = NDF * G * F;
let NdotL = max(dot(N, L), 0.0);
let NdotV = max(dot(N, V), 0.0);
let denominator = 4.0 * NdotV * NdotL + 0.0001;
let specular = numerator / denominator;
return (kd * albedo / 3.14159265358979 + specular) * radiance * NdotL;
}
fn calculate_shadow(light_space_pos: vec4<f32>) -> f32 {
// If shadow_map_size == 0, shadow is disabled
if shadow.shadow_map_size == 0.0 {
return 1.0;
}
let proj_coords = light_space_pos.xyz / light_space_pos.w;
// wgpu NDC: x,y [-1,1], z [0,1]
let shadow_uv = vec2<f32>(
proj_coords.x * 0.5 + 0.5,
-proj_coords.y * 0.5 + 0.5,
);
let current_depth = proj_coords.z;
if shadow_uv.x < 0.0 || shadow_uv.x > 1.0 || shadow_uv.y < 0.0 || shadow_uv.y > 1.0 {
return 1.0;
}
if current_depth > 1.0 || current_depth < 0.0 {
return 1.0;
}
// 3x3 PCF
let texel_size = 1.0 / shadow.shadow_map_size;
var shadow_val = 0.0;
for (var x = -1; x <= 1; x++) {
for (var y = -1; y <= 1; y++) {
let offset = vec2<f32>(f32(x), f32(y)) * texel_size;
shadow_val += textureSampleCompare(
t_shadow, s_shadow,
shadow_uv + offset,
current_depth - shadow.shadow_bias,
);
}
}
return shadow_val / 9.0;
}
// Hosek-Wilkie inspired procedural sky model
fn sample_environment(direction: vec3<f32>, roughness: f32) -> vec3<f32> {
let sun_dir = normalize(shadow.sun_direction);
let turb = clamp(shadow.turbidity, 1.5, 10.0);
var env: vec3<f32>;
if direction.y > 0.0 {
// Rayleigh scattering: blue zenith, warm horizon
let zenith_color = vec3<f32>(0.15, 0.3, 0.8) * (1.0 / (turb * 0.15 + 0.5));
let horizon_color = vec3<f32>(0.7, 0.6, 0.5) * (1.0 + turb * 0.04);
let elevation = direction.y;
let sky_gradient = mix(horizon_color, zenith_color, pow(elevation, 0.4));
// Mie scattering: haze near sun direction
let cos_sun = max(dot(direction, sun_dir), 0.0);
let mie_strength = turb * 0.02;
let mie = mie_strength * pow(cos_sun, 8.0) * vec3<f32>(1.0, 0.9, 0.7);
// Sun disk: bright spot with falloff
let sun_disk = pow(max(cos_sun, 0.0), 2048.0) * vec3<f32>(10.0, 9.0, 7.0);
// Combine
env = sky_gradient + mie + sun_disk;
} else {
// Ground: dark, warm
let horizon_color = vec3<f32>(0.6, 0.55, 0.45);
let ground_color = vec3<f32>(0.1, 0.08, 0.06);
env = mix(horizon_color, ground_color, pow(-direction.y, 0.4));
}
// Roughness blur: blend toward average for rough surfaces
let avg = vec3<f32>(0.3, 0.35, 0.4);
return mix(env, avg, roughness * roughness);
}
// Evaluate L2 Spherical Harmonics at given normal direction
// 9 SH coefficients (RGB) packed into 7 vec4s
fn evaluate_sh(normal: vec3<f32>, coeffs: array<vec4<f32>, 7>) -> vec3<f32> {
let x = normal.x;
let y = normal.y;
let z = normal.z;
// SH basis functions (real, L2 order)
let Y00 = 0.282095; // L=0, M=0
let Y1n1 = 0.488603 * y; // L=1, M=-1
let Y10 = 0.488603 * z; // L=1, M=0
let Y1p1 = 0.488603 * x; // L=1, M=1
let Y2n2 = 1.092548 * x * y; // L=2, M=-2
let Y2n1 = 1.092548 * y * z; // L=2, M=-1
let Y20 = 0.315392 * (3.0 * z * z - 1.0); // L=2, M=0
let Y2p1 = 1.092548 * x * z; // L=2, M=1
let Y2p2 = 0.546274 * (x * x - y * y); // L=2, M=2
// Unpack: coeffs[0].xyz = c0_rgb, coeffs[0].w = c1_r,
// coeffs[1].xyz = c1_gb + c2_r, coeffs[1].w = c2_g, etc.
// Packing: 9 coeffs * 3 channels = 27 floats -> 7 vec4s (28 floats, last padded)
let c0 = vec3<f32>(coeffs[0].x, coeffs[0].y, coeffs[0].z);
let c1 = vec3<f32>(coeffs[0].w, coeffs[1].x, coeffs[1].y);
let c2 = vec3<f32>(coeffs[1].z, coeffs[1].w, coeffs[2].x);
let c3 = vec3<f32>(coeffs[2].y, coeffs[2].z, coeffs[2].w);
let c4 = vec3<f32>(coeffs[3].x, coeffs[3].y, coeffs[3].z);
let c5 = vec3<f32>(coeffs[3].w, coeffs[4].x, coeffs[4].y);
let c6 = vec3<f32>(coeffs[4].z, coeffs[4].w, coeffs[5].x);
let c7 = vec3<f32>(coeffs[5].y, coeffs[5].z, coeffs[5].w);
let c8 = vec3<f32>(coeffs[6].x, coeffs[6].y, coeffs[6].z);
return max(
c0 * Y00 + c1 * Y1n1 + c2 * Y10 + c3 * Y1p1 +
c4 * Y2n2 + c5 * Y2n1 + c6 * Y20 + c7 * Y2p1 + c8 * Y2p2,
vec3<f32>(0.0)
);
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let tex_color = textureSample(t_diffuse, s_diffuse, in.uv);
let albedo = material.base_color.rgb * tex_color.rgb;
// Sample ORM texture: R=AO, G=Roughness, B=Metallic; multiply with material params
let orm_sample = textureSample(t_orm, s_orm, in.uv);
let ao = orm_sample.r * material.ao;
let roughness = orm_sample.g * material.roughness;
let metallic = orm_sample.b * material.metallic;
// Sample emissive texture
let emissive = textureSample(t_emissive, s_emissive, in.uv).rgb;
// Normal mapping via TBN matrix
let T = normalize(in.world_tangent);
let B = normalize(in.world_bitangent);
let N_geom = normalize(in.world_normal);
// Sample normal map (tangent space normal)
let normal_sample = textureSample(t_normal, s_normal, in.uv).rgb;
let tangent_normal = normal_sample * 2.0 - 1.0;
// TBN matrix transforms tangent space -> world space
let TBN = mat3x3<f32>(T, B, N_geom);
let N = normalize(TBN * tangent_normal);
let V = normalize(camera.camera_pos - in.world_pos);
// F0: base reflectivity; 0.04 for dielectrics, albedo for metals
let F0 = mix(vec3<f32>(0.04, 0.04, 0.04), albedo, metallic);
// Accumulate contribution from all active lights
let shadow_factor = calculate_shadow(in.light_space_pos);
var Lo = vec3<f32>(0.0);
let light_count = min(lights_uniform.count, 16u);
for (var i = 0u; i < light_count; i++) {
var contribution = compute_light_contribution(
lights_uniform.lights[i],
N, V, in.world_pos, F0, albedo, metallic, roughness,
);
if lights_uniform.lights[i].light_type == 0u {
contribution = contribution * shadow_factor;
}
Lo += contribution;
}
// IBL ambient term
let NdotV_ibl = max(dot(N, V), 0.0);
let R = reflect(-V, N);
// Diffuse IBL: use SH irradiance if SH coefficients are set, else fallback to procedural
var irradiance: vec3<f32>;
let sh_test = shadow.sh_coefficients[0].x + shadow.sh_coefficients[0].y + shadow.sh_coefficients[0].z;
if abs(sh_test) > 0.0001 {
irradiance = evaluate_sh(N, shadow.sh_coefficients);
} else {
irradiance = sample_environment(N, 1.0);
}
let F_env = fresnel_schlick(NdotV_ibl, F0);
let kd_ibl = (vec3<f32>(1.0) - F_env) * (1.0 - metallic);
let diffuse_ibl = kd_ibl * albedo * irradiance;
// Specular IBL
let prefiltered = sample_environment(R, roughness);
let brdf_val = textureSample(t_brdf_lut, s_brdf_lut, vec2<f32>(NdotV_ibl, roughness));
let specular_ibl = prefiltered * (F0 * brdf_val.r + vec3<f32>(brdf_val.g));
let ambient = (diffuse_ibl + specular_ibl) * ao;
var color = ambient + Lo + emissive;
// Reinhard tone mapping
color = color / (color + vec3<f32>(1.0));
// Gamma correction
color = pow(color, vec3<f32>(1.0 / 2.2));
return vec4<f32>(color, material.base_color.a * tex_color.a);
}