diff options
author | clayjohn <claynjohn@gmail.com> | 2021-08-15 23:37:24 -0700 |
---|---|---|
committer | clayjohn <claynjohn@gmail.com> | 2022-02-22 19:39:41 -0800 |
commit | fe492446111ac9f8ae8186d360cdb2dcebece3da (patch) | |
tree | 370fea4feeb2101ae2cb68a596091d7ab8a6b2bd /servers | |
parent | 002ab1060862431731cd528a0887ad8362ab404c (diff) |
Use Filament specular models and parametrization
Diffstat (limited to 'servers')
8 files changed, 165 insertions, 280 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index 7987a98b0e..24be451e78 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -557,7 +557,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin actions.renames["RIM"] = "rim"; actions.renames["RIM_TINT"] = "rim_tint"; actions.renames["CLEARCOAT"] = "clearcoat"; - actions.renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss"; + actions.renames["CLEARCOAT_ROUGHNESS"] = "clearcoat_roughness"; actions.renames["ANISOTROPY"] = "anisotropy"; actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow"; actions.renames["SSS_STRENGTH"] = "sss_strength"; @@ -607,7 +607,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n"; actions.usage_defines["RIM_TINT"] = "@RIM"; actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n"; - actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT"; + actions.usage_defines["CLEARCOAT_ROUGHNESS"] = "@CLEARCOAT"; actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n"; actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY"; actions.usage_defines["AO"] = "#define AO_USED\n"; @@ -663,20 +663,12 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n"; - bool force_blinn = GLOBAL_GET("rendering/shading/overrides/force_blinn_over_ggx"); - - if (!force_blinn) { - actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n"; - } else { - actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n"; - } + actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n"; actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; // linear filter with mipmaps actions.custom_samplers["DEPTH_TEXTURE"] = "material_samplers[3]"; actions.custom_samplers["NORMAL_ROUGHNESS_TEXTURE"] = "material_samplers[1]"; // linear filter - actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n"; - actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n"; actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n"; actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n"; actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n"; diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp index 0b99948063..34b2fa9440 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp @@ -545,7 +545,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p actions.renames["RIM"] = "rim"; actions.renames["RIM_TINT"] = "rim_tint"; actions.renames["CLEARCOAT"] = "clearcoat"; - actions.renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss"; + actions.renames["CLEARCOAT_ROUGHNESS"] = "clearcoat_roughness"; actions.renames["ANISOTROPY"] = "anisotropy"; actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow"; actions.renames["SSS_STRENGTH"] = "sss_strength"; @@ -594,7 +594,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n"; actions.usage_defines["RIM_TINT"] = "@RIM"; actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n"; - actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT"; + actions.usage_defines["CLEARCOAT_ROUGHNESS"] = "@CLEARCOAT"; actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n"; actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY"; actions.usage_defines["AO"] = "#define AO_USED\n"; @@ -649,15 +649,8 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n"; - bool force_blinn = GLOBAL_GET("rendering/shading/overrides/force_blinn_over_ggx"); - if (!force_blinn) { - actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n"; - } else { - actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n"; - } + actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n"; - actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n"; - actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n"; actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n"; actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n"; actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n"; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index 5d65b00bee..a8648fc96a 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -478,8 +478,8 @@ layout(location = 0) out vec4 frag_color; #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) -/* Make a default specular mode SPECULAR_SCHLICK_GGX. */ -#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON) +// Default to SPECULAR_SCHLICK_GGX. +#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON) #define SPECULAR_SCHLICK_GGX #endif @@ -589,7 +589,7 @@ void main() { float rim = 0.0; float rim_tint = 0.0; float clearcoat = 0.0; - float clearcoat_gloss = 0.0; + float clearcoat_roughness = 0.0; float anisotropy = 0.0; vec2 anisotropy_flow = vec2(1.0, 0.0); vec4 fog = vec4(0.0); @@ -912,7 +912,17 @@ void main() { #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) if (scene_data.use_reflection_cubemap) { +#ifdef LIGHT_ANISOTROPY_USED + // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy + vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; + vec3 anisotropic_tangent = cross(anisotropic_direction, view); + vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); + vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); + vec3 ref_vec = reflect(-view, bent_normal); +#else vec3 ref_vec = reflect(-view, normal); +#endif + float horizon = min(1.0 + dot(ref_vec, normal), 1.0); ref_vec = scene_data.radiance_inverse_xform * ref_vec; #ifdef USE_RADIANCE_CUBEMAP_ARRAY @@ -954,6 +964,36 @@ void main() { #if defined(CUSTOM_IRRADIANCE_USED) ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a); #endif + +#ifdef LIGHT_CLEARCOAT_USED + + if (scene_data.use_reflection_cubemap) { + vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map + float NoV = max(dot(n, view), 0.0001); + vec3 ref_vec = reflect(-view, n); + // The clear coat layer assumes an IOR of 1.5 (4% reflectance) + float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV)); + float attenuation = 1.0 - Fc; + ambient_light *= attenuation; + specular_light *= attenuation; + + float horizon = min(1.0 + dot(ref_vec, normal), 1.0); + ref_vec = scene_data.radiance_inverse_xform * ref_vec; + float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD; +#ifdef USE_RADIANCE_CUBEMAP_ARRAY + + float lod, blend; + blend = modf(roughness_lod, lod); + vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb; + clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend); + +#else + vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness_lod).rgb; + +#endif //USE_RADIANCE_CUBEMAP_ARRAY + specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a; + } +#endif #endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) //radiance @@ -1202,8 +1242,16 @@ void main() { if (!bool(reflections.data[reflection_index].mask & instances.data[instance_index].layer_mask)) { continue; //not masked } - - reflection_process(reflection_index, vertex, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); +#ifdef LIGHT_ANISOTROPY_USED + // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy + vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; + vec3 anisotropic_tangent = cross(anisotropic_direction, view); + vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); + vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); +#else + vec3 bent_normal = normal; +#endif + reflection_process(reflection_index, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); } } @@ -1555,10 +1603,11 @@ void main() { rim, rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_gloss, + clearcoat, clearcoat_roughness, normalize(normal_interp), #endif #ifdef LIGHT_ANISOTROPY_USED - binormal, tangent, anisotropy, + binormal, + tangent, anisotropy, #endif diffuse_light, specular_light); @@ -1626,7 +1675,7 @@ void main() { rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_gloss, + clearcoat, clearcoat_roughness, normalize(normal_interp), #endif #ifdef LIGHT_ANISOTROPY_USED tangent, binormal, anisotropy, @@ -1698,10 +1747,11 @@ void main() { rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_gloss, + clearcoat, clearcoat_roughness, normalize(normal_interp), #endif #ifdef LIGHT_ANISOTROPY_USED - tangent, binormal, anisotropy, + tangent, + binormal, anisotropy, #endif diffuse_light, specular_light); } @@ -1904,7 +1954,7 @@ void main() { frag_color = vec4(albedo, alpha); #else frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha); - //frag_color = vec4(1.0); +//frag_color = vec4(1.0); #endif //USE_NO_SHADING // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky. diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index 16f77fb91a..cf2e835b04 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -1,55 +1,29 @@ // Functions related to lighting -// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V. -// We're dividing this factor off because the overall term we'll end up looks like -// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012): -// -// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V) -// -// We're basically regouping this as -// -// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)] -// -// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V. -// -// The contents of the D and G (G1) functions (GGX) are taken from -// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014). -// Eqns 71-72 and 85-86 (see also Eqns 43 and 80). - -float G_GGX_2cos(float cos_theta_m, float alpha) { - // Schlick's approximation - // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994) - // Eq. (19), although see Heitz (2014) the about the problems with his derivation. - // It nevertheless approximates GGX well with k = alpha/2. - float k = 0.5 * alpha; - return 0.5 / (cos_theta_m * (1.0 - k) + k); - - // float cos2 = cos_theta_m * cos_theta_m; - // float sin2 = (1.0 - cos2); - // return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2)); -} - float D_GGX(float cos_theta_m, float alpha) { float alpha2 = alpha * alpha; float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m; return alpha2 / (M_PI * d * d); } -float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) { - float cos2 = cos_theta_m * cos_theta_m; - float sin2 = (1.0 - cos2); - float s_x = alpha_x * cos_phi; - float s_y = alpha_y * sin_phi; - return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001); +// From Earl Hammon, Jr. "PBR Diffuse Lighting for GGX+Smith Microsurfaces" https://www.gdcvault.com/play/1024478/PBR-Diffuse-Lighting-for-GGX +float V_GGX(float NdotL, float NdotV, float alpha) { + return 0.5 / mix(2.0 * NdotL * NdotV, NdotL + NdotV, alpha); } float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) { - float cos2 = cos_theta_m * cos_theta_m; - float sin2 = (1.0 - cos2); - float r_x = cos_phi / alpha_x; - float r_y = sin_phi / alpha_y; - float d = cos2 + sin2 * (r_x * r_x + r_y * r_y); - return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001); + float alpha2 = alpha_x * alpha_y; + highp vec3 v = vec3(alpha_y * cos_phi, alpha_x * sin_phi, alpha2 * cos_theta_m); + highp float v2 = dot(v, v); + float w2 = alpha2 / v2; + float D = alpha2 * w2 * w2 * (1.0 / M_PI); + return D; +} + +float V_GGX_anisotropic(float alpha_x, float alpha_y, float TdotV, float TdotL, float BdotV, float BdotL, float NdotV, float NdotL) { + float Lambda_V = NdotL * length(vec3(alpha_x * TdotV, alpha_y * BdotV, NdotV)); + float Lambda_L = NdotV * length(vec3(alpha_x * TdotL, alpha_y * BdotL, NdotL)); + return 0.5 / (Lambda_V + Lambda_L); } float SchlickFresnel(float u) { @@ -58,14 +32,6 @@ float SchlickFresnel(float u) { return m2 * m2 * m; // pow(m,5) } -float GTR1(float NdotH, float a) { - if (a >= 1.0) - return 1.0 / M_PI; - float a2 = a * a; - float t = 1.0 + (a2 - 1.0) * NdotH * NdotH; - return (a2 - 1.0) / (M_PI * log(a2) * t); -} - vec3 F0(float metallic, float specular, vec3 albedo) { float dielectric = 0.16 * specular * specular; // use albedo * metallic as colored specular reflectance at 0 angle for metallic materials; @@ -87,7 +53,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte float rim, float rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED - float clearcoat, float clearcoat_gloss, + float clearcoat, float clearcoat_roughness, vec3 vertex_normal, #endif #ifdef LIGHT_ANISOTROPY_USED vec3 B, vec3 T, float anisotropy, @@ -115,11 +81,11 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte float NdotV = dot(N, V); float cNdotV = max(NdotV, 0.0); -#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED) +#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED) vec3 H = normalize(V + L); #endif -#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED) +#if defined(SPECULAR_SCHLICK_GGX) float cNdotH = clamp(A + dot(N, H), 0.0, 1.0); #endif @@ -203,26 +169,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte // D -#if defined(SPECULAR_BLINN) - - //normalized blinn - float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; - float blinn = pow(cNdotH, shininess); - blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI)); - - specular_light += light_color * attenuation * specular_amount * blinn * f0 * orms_unpacked.w; - -#elif defined(SPECULAR_PHONG) - - vec3 R = normalize(-reflect(L, N)); - float cRdotV = clamp(A + dot(R, V), 0.0, 1.0); - float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; - float phong = pow(cRdotV, shininess); - phong *= (shininess + 1.0) * (1.0 / (8.0 * M_PI)); - - specular_light += light_color * attenuation * specular_amount * phong * f0 * orms_unpacked.w; - -#elif defined(SPECULAR_TOON) +#if defined(SPECULAR_TOON) vec3 R = normalize(-reflect(L, N)); float RdotV = dot(R, V); @@ -236,24 +183,21 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte #elif defined(SPECULAR_SCHLICK_GGX) // shlick+ggx as default - + float alpha_ggx = roughness * roughness; #if defined(LIGHT_ANISOTROPY_USED) - float alpha_ggx = roughness * roughness; float aspect = sqrt(1.0 - anisotropy * 0.9); float ax = alpha_ggx / aspect; float ay = alpha_ggx * aspect; float XdotH = dot(T, H); float YdotH = dot(B, H); float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH); - float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH); - -#else - float alpha_ggx = roughness * roughness; + float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL); +#else // LIGHT_ANISOTROPY_USED float D = D_GGX(cNdotH, alpha_ggx); - float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx); -#endif - // F + float G = V_GGX(cNdotL, cNdotV, alpha_ggx); +#endif // LIGHT_ANISOTROPY_USED + // F float cLdotH5 = SchlickFresnel(cLdotH); vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0); @@ -263,18 +207,23 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte #endif #if defined(LIGHT_CLEARCOAT_USED) + // Clearcoat ignores normal_map, use vertex normal instead + float ccNdotL = max(min(A + dot(vertex_normal, L), 1.0), 0.0); + float ccNdotH = clamp(A + dot(vertex_normal, H), 0.0, 1.0); + float ccNdotV = max(dot(vertex_normal, V), 0.0); #if !defined(SPECULAR_SCHLICK_GGX) float cLdotH5 = SchlickFresnel(cLdotH); #endif - float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss)); + float Dr = D_GGX(ccNdotH, mix(0.001, 0.1, clearcoat_roughness)); + float Gr = 0.25 / (cLdotH * cLdotH); float Fr = mix(.04, 1.0, cLdotH5); - float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25); - - float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL; + float clearcoat_specular_brdf_NL = clearcoat * Gr * Fr * Dr * cNdotL; specular_light += clearcoat_specular_brdf_NL * light_color * attenuation * specular_amount; -#endif + // TODO: Clearcoat adds light to the scene right now (it is non-energy conserving), both diffuse and specular need to be scaled by (1.0 - FR) + // but to do so we need to rearrange this entire function +#endif // LIGHT_CLEARCOAT_USED } #ifdef USE_SHADOW_TO_OPACITY @@ -587,7 +536,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v float rim, float rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED - float clearcoat, float clearcoat_gloss, + float clearcoat, float clearcoat_roughness, vec3 vertex_normal, #endif #ifdef LIGHT_ANISOTROPY_USED vec3 binormal, vec3 tangent, float anisotropy, @@ -711,7 +660,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v rim * omni_attenuation, rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_gloss, + clearcoat, clearcoat_roughness, vertex_normal, #endif #ifdef LIGHT_ANISOTROPY_USED binormal, tangent, anisotropy, @@ -827,7 +776,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v float rim, float rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED - float clearcoat, float clearcoat_gloss, + float clearcoat, float clearcoat_roughness, vec3 vertex_normal, #endif #ifdef LIGHT_ANISOTROPY_USED vec3 binormal, vec3 tangent, float anisotropy, @@ -912,7 +861,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v rim * spot_attenuation, rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_gloss, + clearcoat, clearcoat_roughness, vertex_normal, #endif #ifdef LIGHT_ANISOTROPY_USED binormal, tangent, anisotropy, diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index 4d6a3b5864..a1cf1d3c04 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -511,8 +511,8 @@ layout(location = 0) out mediump vec4 frag_color; #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) -/* Make a default specular mode SPECULAR_SCHLICK_GGX. */ -#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON) +// Default to SPECULAR_SCHLICK_GGX. +#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON) #define SPECULAR_SCHLICK_GGX #endif @@ -596,7 +596,7 @@ void main() { float rim = 0.0; float rim_tint = 0.0; float clearcoat = 0.0; - float clearcoat_gloss = 0.0; + float clearcoat_roughness = 0.0; float anisotropy = 0.0; vec2 anisotropy_flow = vec2(1.0, 0.0); vec4 fog = vec4(0.0); @@ -874,7 +874,16 @@ void main() { #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) if (scene_data.use_reflection_cubemap) { +#ifdef LIGHT_ANISOTROPY_USED + // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy + vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; + vec3 anisotropic_tangent = cross(anisotropic_direction, view); + vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); + vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); + vec3 ref_vec = reflect(-view, bent_normal); +#else vec3 ref_vec = reflect(-view, normal); +#endif float horizon = min(1.0 + dot(ref_vec, normal), 1.0); ref_vec = scene_data.radiance_inverse_xform * ref_vec; #ifdef USE_RADIANCE_CUBEMAP_ARRAY @@ -917,7 +926,35 @@ void main() { #if defined(CUSTOM_IRRADIANCE_USED) ambient_light = mix(specular_light, custom_irradiance.rgb, custom_irradiance.a); #endif // CUSTOM_IRRADIANCE_USED +#ifdef LIGHT_CLEARCOAT_USED + + if (scene_data.use_reflection_cubemap) { + vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map + float NoV = max(dot(n, view), 0.0001); + vec3 ref_vec = reflect(-view, n); + // The clear coat layer assumes an IOR of 1.5 (4% reflectance) + float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV)); + float attenuation = 1.0 - Fc; + ambient_light *= attenuation; + specular_light *= attenuation; + float horizon = min(1.0 + dot(ref_vec, normal), 1.0); + ref_vec = scene_data.radiance_inverse_xform * ref_vec; + float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD; +#ifdef USE_RADIANCE_CUBEMAP_ARRAY + + float lod, blend; + blend = modf(roughness_lod, lod); + vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb; + clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend); + +#else + vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness_lod).rgb; + +#endif //USE_RADIANCE_CUBEMAP_ARRAY + specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a; + } +#endif #endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) //radiance @@ -1002,8 +1039,16 @@ void main() { if (reflection_index == 0xFF) { break; } - - reflection_process(reflection_index, vertex, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); +#ifdef LIGHT_ANISOTROPY_USED + // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy + vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; + vec3 anisotropic_tangent = cross(anisotropic_direction, view); + vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); + vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); +#else + vec3 bent_normal = normal; +#endif + reflection_process(reflection_index, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); } if (reflection_accum.a > 0.0) { @@ -1368,7 +1413,7 @@ void main() { rim, rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_gloss, + clearcoat, clearcoat_roughness, normalize(normal_interp), #endif #ifdef LIGHT_ANISOTROPY_USED binormal, tangent, anisotropy, @@ -1415,10 +1460,11 @@ void main() { rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_gloss, + clearcoat, clearcoat_roughness, normalize(normal_interp), #endif #ifdef LIGHT_ANISOTROPY_USED - tangent, binormal, anisotropy, + tangent, + binormal, anisotropy, #endif diffuse_light, specular_light); } @@ -1459,10 +1505,11 @@ void main() { rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_gloss, + clearcoat, clearcoat_roughness, normalize(normal_interp), #endif #ifdef LIGHT_ANISOTROPY_USED - tangent, binormal, anisotropy, + tangent, + binormal, anisotropy, #endif diffuse_light, specular_light); } diff --git a/servers/rendering/shader_compiler.cpp b/servers/rendering/shader_compiler.cpp index a0b0b31a7b..812d636a0b 100644 --- a/servers/rendering/shader_compiler.cpp +++ b/servers/rendering/shader_compiler.cpp @@ -1373,148 +1373,4 @@ void ShaderCompiler::initialize(DefaultIdentifierActions p_actions) { } ShaderCompiler::ShaderCompiler() { -#if 0 - - /** SPATIAL SHADER **/ - - actions[RS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform"; - actions[RS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix"; - actions[RS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix"; - actions[RS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix"; - actions[RS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix"; - actions[RS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview"; - - actions[RS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz"; - actions[RS::SHADER_SPATIAL].renames["NORMAL"] = "normal"; - actions[RS::SHADER_SPATIAL].renames["TANGENT"] = "tangent"; - actions[RS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal"; - actions[RS::SHADER_SPATIAL].renames["POSITION"] = "position"; - actions[RS::SHADER_SPATIAL].renames["UV"] = "uv_interp"; - actions[RS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp"; - actions[RS::SHADER_SPATIAL].renames["COLOR"] = "color_interp"; - actions[RS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize"; - actions[RS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "gl_InstanceID"; - - //builtins - - actions[RS::SHADER_SPATIAL].renames["TIME"] = "time"; - actions[RS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size"; - - actions[RS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord"; - actions[RS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing"; - actions[RS::SHADER_SPATIAL].renames["NORMAL_MAP"] = "normal_map"; - actions[RS::SHADER_SPATIAL].renames["NORMAL_MAP_DEPTH"] = "normal_map_depth"; - actions[RS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo"; - actions[RS::SHADER_SPATIAL].renames["ALPHA"] = "alpha"; - actions[RS::SHADER_SPATIAL].renames["METALLIC"] = "metallic"; - actions[RS::SHADER_SPATIAL].renames["SPECULAR"] = "specular"; - actions[RS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness"; - actions[RS::SHADER_SPATIAL].renames["RIM"] = "rim"; - actions[RS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint"; - actions[RS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat"; - actions[RS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss"; - actions[RS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy"; - actions[RS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow"; - actions[RS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength"; - actions[RS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission"; - actions[RS::SHADER_SPATIAL].renames["AO"] = "ao"; - actions[RS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect"; - actions[RS::SHADER_SPATIAL].renames["EMISSION"] = "emission"; - actions[RS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord"; - actions[RS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom"; - actions[RS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv"; - actions[RS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture"; - actions[RS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer"; - actions[RS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth"; - actions[RS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor"; - actions[RS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; - - //for light - actions[RS::SHADER_SPATIAL].renames["VIEW"] = "view"; - actions[RS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color"; - actions[RS::SHADER_SPATIAL].renames["LIGHT"] = "light"; - actions[RS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation"; - actions[RS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light"; - actions[RS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light"; - - actions[RS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n"; - actions[RS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT"; - actions[RS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n"; - actions[RS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM"; - actions[RS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n"; - actions[RS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT"; - actions[RS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n"; - actions[RS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY"; - actions[RS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n"; - actions[RS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n"; - actions[RS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n"; - actions[RS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n"; - actions[RS::SHADER_SPATIAL].usage_defines["NORMAL_MAP"] = "#define ENABLE_NORMAL_MAP\n"; - actions[RS::SHADER_SPATIAL].usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP"; - actions[RS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n"; - actions[RS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n"; - actions[RS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n"; - actions[RS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n"; - - actions[RS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n"; - actions[RS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n"; - actions[RS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; - actions[RS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; - - actions[RS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; - actions[RS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; - - actions[RS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; - actions[RS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n"; - actions[RS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n"; - actions[RS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n"; - actions[RS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n"; - - bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley"); - - if (!force_lambert) { - actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n"; - } - - actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n"; - actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n"; - - bool force_blinn = GLOBAL_GET("rendering/shading/overrides/force_blinn_over_ggx"); - - if (!force_blinn) { - actions[RS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n"; - } else { - actions[RS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n"; - } - - actions[RS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n"; - actions[RS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n"; - actions[RS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n"; - actions[RS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n"; - actions[RS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n"; - actions[RS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n"; - actions[RS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n"; - - /* PARTICLES SHADER */ - - actions[RS::SHADER_PARTICLES].renames["COLOR"] = "out_color"; - actions[RS::SHADER_PARTICLES].renames["VELOCITY"] = "out_velocity_active.xyz"; - actions[RS::SHADER_PARTICLES].renames["MASS"] = "mass"; - actions[RS::SHADER_PARTICLES].renames["ACTIVE"] = "shader_active"; - actions[RS::SHADER_PARTICLES].renames["RESTART"] = "restart"; - actions[RS::SHADER_PARTICLES].renames["CUSTOM"] = "out_custom"; - actions[RS::SHADER_PARTICLES].renames["TRANSFORM"] = "xform"; - actions[RS::SHADER_PARTICLES].renames["TIME"] = "time"; - actions[RS::SHADER_PARTICLES].renames["LIFETIME"] = "lifetime"; - actions[RS::SHADER_PARTICLES].renames["DELTA"] = "local_delta"; - actions[RS::SHADER_PARTICLES].renames["NUMBER"] = "particle_number"; - actions[RS::SHADER_PARTICLES].renames["INDEX"] = "index"; - actions[RS::SHADER_PARTICLES].renames["GRAVITY"] = "current_gravity"; - actions[RS::SHADER_PARTICLES].renames["EMISSION_TRANSFORM"] = "emission_transform"; - actions[RS::SHADER_PARTICLES].renames["RANDOM_SEED"] = "random_seed"; - - actions[RS::SHADER_PARTICLES].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n"; - actions[RS::SHADER_PARTICLES].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n"; - actions[RS::SHADER_PARTICLES].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n"; -#endif } diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp index d628cf3713..9ea98dc593 100644 --- a/servers/rendering/shader_types.cpp +++ b/servers/rendering/shader_types.cpp @@ -121,7 +121,7 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["RIM"] = ShaderLanguage::TYPE_FLOAT; shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["RIM_TINT"] = ShaderLanguage::TYPE_FLOAT; shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CLEARCOAT"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CLEARCOAT_GLOSS"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CLEARCOAT_ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT; shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY"] = ShaderLanguage::TYPE_FLOAT; shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY_FLOW"] = ShaderLanguage::TYPE_VEC2; shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT; @@ -202,7 +202,7 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "unshaded" }); shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "wireframe" }); shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "diffuse", "lambert", "lambert_wrap", "burley", "toon" }); - shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "specular", "schlick_ggx", "blinn", "phong", "toon", "disabled" }); + shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "specular", "schlick_ggx", "toon", "disabled" }); shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "skip_vertex_transform" }); shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "world_vertex_coords" }); shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "ensure_correct_normals" }); diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index 820aeab5b7..cbe90de2f8 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -2879,8 +2879,6 @@ RenderingServer::RenderingServer() { GLOBAL_DEF("rendering/shading/overrides/force_vertex_shading.mobile", true); GLOBAL_DEF("rendering/shading/overrides/force_lambert_over_burley", false); GLOBAL_DEF("rendering/shading/overrides/force_lambert_over_burley.mobile", true); - GLOBAL_DEF("rendering/shading/overrides/force_blinn_over_ggx", false); - GLOBAL_DEF("rendering/shading/overrides/force_blinn_over_ggx.mobile", true); GLOBAL_DEF("rendering/driver/depth_prepass/enable", true); |