UE4 ShadingModels.ush


FDirectLighting IntegrateBxDF( FGBufferData GBuffer, half3 N, half3 V, half3 L, float Falloff, float NoL, FAreaLight AreaLight, FShadowTerms Shadow )
{
	switch( GBuffer.ShadingModelID )
	{
		case SHADINGMODELID_DEFAULT_LIT:
		case SHADINGMODELID_SINGLELAYERWATER:
		case SHADINGMODELID_THIN_TRANSLUCENT:
			return DefaultLitBxDF( GBuffer, N, V, L, Falloff, NoL, AreaLight, Shadow );
		case SHADINGMODELID_SUBSURFACE:
			return SubsurfaceBxDF( GBuffer, N, V, L, Falloff, NoL, AreaLight, Shadow );
		case SHADINGMODELID_PREINTEGRATED_SKIN:
			return PreintegratedSkinBxDF( GBuffer, N, V, L, Falloff, NoL, AreaLight, Shadow );
		case SHADINGMODELID_CLEAR_COAT:
			return ClearCoatBxDF( GBuffer, N, V, L, Falloff, NoL, AreaLight, Shadow );
		case SHADINGMODELID_SUBSURFACE_PROFILE:
			return SubsurfaceProfileBxDF( GBuffer, N, V, L, Falloff, NoL, AreaLight, Shadow );
		case SHADINGMODELID_TWOSIDED_FOLIAGE:
			return TwoSidedBxDF( GBuffer, N, V, L, Falloff, NoL, AreaLight, Shadow );
		case SHADINGMODELID_HAIR:
			return HairBxDF( GBuffer, N, V, L, Falloff, NoL, AreaLight, Shadow );
		case SHADINGMODELID_CLOTH:
			return ClothBxDF( GBuffer, N, V, L, Falloff, NoL, AreaLight, Shadow );
		case SHADINGMODELID_EYE:
			return EyeBxDF( GBuffer, N, V, L, Falloff, NoL, AreaLight, Shadow );
		case SHADINGMODELID_DATA_LIT:
			return DataLitBxDF(GBuffer, N, V, L, Falloff, NoL, AreaLight, Shadow);
		default:
			return (FDirectLighting)0;
	}
}

FDirectLighting DefaultLitBxDF( FGBufferData GBuffer, half3 N, half3 V, half3 L, float Falloff, float NoL, FAreaLight AreaLight, FShadowTerms Shadow )
{
	BxDFContext Context;

#if SUPPORTS_ANISOTROPIC_MATERIALS
	bool bHasAnisotropy = HasAnisotropy(GBuffer.SelectiveOutputMask);
#else
	bool bHasAnisotropy = false;
#endif

	BRANCH
	if (bHasAnisotropy)
	{
		half3 X = GBuffer.WorldTangent;
		half3 Y = normalize(cross(N, X));
		Init(Context, N, X, Y, V, L);
	}
	else
	{
		Init(Context, N, V, L);
		SphereMaxNoH(Context, AreaLight.SphereSinAlpha, true);
	}

	Context.NoV = saturate(abs( Context.NoV ) + 1e-5);

	FDirectLighting Lighting;
	Lighting.Diffuse  = AreaLight.FalloffColor * (Falloff * NoL) * Diffuse_Lambert( GBuffer.DiffuseColor );

	BRANCH
	if (bHasAnisotropy)
	{
		//Lighting.Specular = GBuffer.WorldTangent * .5f + .5f;
		Lighting.Specular = AreaLight.FalloffColor * (Falloff * NoL) * SpecularGGX(GBuffer.Roughness, GBuffer.Anisotropy, GBuffer.SpecularColor, Context, NoL, AreaLight);
	}
	else
	{
		if( AreaLight.bIsRect )
		{
			Lighting.Specular = RectGGXApproxLTC(GBuffer.Roughness, GBuffer.SpecularColor, N, V, AreaLight.Rect, AreaLight.Texture);
		}
		else
		{
			Lighting.Specular = AreaLight.FalloffColor * (Falloff * NoL) * SpecularGGX(GBuffer.Roughness, GBuffer.SpecularColor, Context, NoL, AreaLight);
		}
	}

	Lighting.Transmission = 0;
	return Lighting;
}

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