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Add blackbody PBR node implementations.
Fix blackbody node MaterialXGen tests.
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/// XYZ to Rec.709 RGB colorspace conversion | ||
const mat3 XYZ_to_RGB = mat3( 3.2406, -0.9689, 0.0557, | ||
-1.5372, 1.8758, -0.2040, | ||
-0.4986, 0.0415, 1.0570); | ||
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void mx_blackbody(float temperatureKelvin, out vec3 colorValue) | ||
{ | ||
float xc, yc; | ||
float t, t2, t3, xc2, xc3; | ||
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t = 1000.0 / temperatureKelvin; | ||
t2 = t * t; | ||
t3 = t * t * t; | ||
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// if value outside valid range of approximation clamp to accepted temperature range | ||
clamp(temperatureKelvin, 1667.0, 25000.0); | ||
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// Cubic spline approximation for Kelvin temperature to sRGB conversion | ||
// (https://en.wikipedia.org/wiki/Planckian_locus#Approximation) | ||
if (temperatureKelvin < 4000.0) { // 1667K <= temperatureKelvin < 4000K | ||
xc = -0.2661239 * t3 - 0.2343580 * t2 + 0.8776956 * t + 0.179910; | ||
} | ||
else { // 4000K <= temperatureKelvin <= 25000K | ||
xc = -3.0258469 * t3 + 2.1070379 * t2 + 0.2226347 * t + 0.240390; | ||
} | ||
xc2 = xc * xc; | ||
xc3 = xc * xc * xc; | ||
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if (temperatureKelvin < 2222.0) { // 1667K <= temperatureKelvin < 2222K | ||
yc = -1.1063814 * xc3 - 1.34811020 * xc2 + 2.18555832 * xc - 0.20219683; | ||
} | ||
else if (temperatureKelvin < 4000.0) { // 2222K <= temperatureKelvin < 4000K | ||
yc = -0.9549476 * xc3 - 1.37418593 * xc2 + 2.09137015 * xc - 0.16748867; | ||
} | ||
else { // 4000K <= temperatureKelvin <= 25000K | ||
yc = 3.0817580 * xc3 - 5.87338670 * xc2 + 3.75112997 * xc - 0.37001483; | ||
} | ||
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if (yc <= 0.0) { // avoid division by zero | ||
colorValue = vec3(1.0); | ||
return; | ||
} | ||
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vec3 XYZ = vec3(xc / yc, 1.0, (1.0 - xc - yc) / yc); | ||
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colorValue = XYZ_to_RGB * XYZ; | ||
colorValue = max(colorValue, vec3(0.0)); | ||
} |
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void mx_blackbody(float temperature, output color color_value) | ||
{ | ||
float xc, yc; | ||
float t, t2, t3, xc2, xc3; | ||
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t = 1000.0 / temperature; | ||
t2 = t * t; | ||
t3 = t * t * t; | ||
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// if value outside valid range of approximation clamp to accepted temperature range | ||
clamp(temperature, 1667.0, 25000.0); | ||
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// Cubic spline approximation for Kelvin temperature to sRGB conversion | ||
// (https://en.wikipedia.org/wiki/Planckian_locus#Approximation) | ||
if (temperature < 4000.0) { // 1667K <= temperature < 4000K | ||
xc = -0.2661239 * t3 - 0.2343580 * t2 + 0.8776956 * t + 0.179910; | ||
} | ||
else { // 4000K <= temperature <= 25000K | ||
xc = -3.0258469 * t3 + 2.1070379 * t2 + 0.2226347 * t + 0.240390; | ||
} | ||
xc2 = xc * xc; | ||
xc3 = xc * xc * xc; | ||
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if (temperature < 2222.0) { // 1667K <= temperature < 2222K | ||
yc = -1.1063814 * xc3 - 1.34811020 * xc2 + 2.18555832 * xc - 0.20219683; | ||
} | ||
else if (temperature < 4000.0) { // 2222K <= temperature < 4000K | ||
yc = -0.9549476 * xc3 - 1.37418593 * xc2 + 2.09137015 * xc - 0.16748867; | ||
} | ||
else { // 4000K <= temperature <= 25000K | ||
yc = 3.0817580 * xc3 - 5.87338670 * xc2 + 3.75112997 * xc - 0.37001483; | ||
} | ||
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if (yc <= 0.0) { // avoid division by zero | ||
color_value = color(1.0); | ||
return; | ||
} | ||
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vector XYZ = vector(xc / yc, 1.0, (1 - xc - yc) / yc); | ||
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/// XYZ to Rec.709 RGB colorspace conversion | ||
matrix XYZ_to_RGB = matrix( 3.2406, -0.9689, 0.0557, | ||
-1.5372, 1.8758, -0.2040, | ||
-0.4986, 0.0415, 1.0570); | ||
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color_value = transform(XYZ_to_RGB, XYZ); | ||
color_value = max(color_value, vector(0.0)); | ||
} |
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23 changes: 23 additions & 0 deletions
23
resources/Materials/Examples/StandardSurface/standard_surface_blackbody.mtlx
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<?xml version="1.0"?> | ||
<materialx version="1.38" colorspace="lin_rec709"> | ||
<nodegraph name="NG_blackbody"> | ||
<input name="blackbody_temperature" type="float" value="5000.0" uimin="1500.0" uimax="25000.0" uistep="100.0" uiname="Blackbody Temperature Kelvin" /> | ||
<blackbody name="blackbody_color_out" type="color3"> | ||
<input name="temperature" type="float" interfacename="blackbody_temperature" uivisible="true"/> | ||
</blackbody> | ||
<output name="emission_color_output" type="color3" nodename="blackbody_color_out" /> | ||
</nodegraph> | ||
<standard_surface name="SR_blackbody" type="surfaceshader"> | ||
<input name="base" type="float" value="0.0" /> | ||
<input name="base_color" type="color3" value="1.0, 1.0, 1.0" /> | ||
<input name="specular" type="float" value="0.0" /> | ||
<input name="specular_color" type="color3" value="1.0, 1.0, 1.0" /> | ||
<input name="specular_roughness" type="float" value="0" /> | ||
<input name="metalness" type="float" value="1" /> | ||
<input name="emission" type="float" value="1" /> | ||
<input name="emission_color" type="color3" nodegraph="NG_blackbody" output="emission_color_output" /> | ||
</standard_surface> | ||
<surfacematerial name="Blackbody" type="material"> | ||
<input name="surfaceshader" type="surfaceshader" nodename="SR_blackbody" /> | ||
</surfacematerial> | ||
</materialx> |
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