34935-vm/assets/cesium/packages/engine/Source/Shaders/Builtin/Functions/pbrMetallicRoughnessMaterial.glsl
Flatlogic Bot 055d24df95 WORKING
2025-10-14 02:37:44 +00:00

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GLSL

/**
* Compute parameters for physically based rendering using the
* metallic/roughness workflow. All inputs are linear; sRGB texture values must
* be decoded beforehand
*
* @name czm_pbrMetallicRoughnessMaterial
* @glslFunction
*
* @param {vec3} baseColor For dielectrics, this is the base color. For metals, this is the f0 value (reflectance at normal incidence)
* @param {float} metallic 0.0 indicates dielectric. 1.0 indicates metal. Values in between are allowed (e.g. to model rust or dirt);
* @param {float} roughness A value between 0.0 and 1.0
* @return {czm_pbrParameters} parameters to pass into {@link czm_pbrLighting}
*/
czm_pbrParameters czm_pbrMetallicRoughnessMaterial(
vec3 baseColor,
float metallic,
float roughness
)
{
czm_pbrParameters results;
// roughness is authored as perceptual roughness
// square it to get material roughness
roughness = clamp(roughness, 0.0, 1.0);
results.roughness = roughness * roughness;
// dielectrics use f0 = 0.04, metals use albedo as f0
metallic = clamp(metallic, 0.0, 1.0);
const vec3 REFLECTANCE_DIELECTRIC = vec3(0.04);
vec3 f0 = mix(REFLECTANCE_DIELECTRIC, baseColor, metallic);
results.f0 = f0;
// diffuse only applies to dielectrics.
results.diffuseColor = baseColor * (1.0 - f0) * (1.0 - metallic);
return results;
}