-- glslfx version 0.1 // // Copyright 2019 Pixar // // Licensed under the Apache License, Version 2.0 (the "Apache License") // with the following modification; you may not use this file except in // compliance with the Apache License and the following modification to it: // Section 6. Trademarks. is deleted and replaced with: // // 6. Trademarks. This License does not grant permission to use the trade // names, trademarks, service marks, or product names of the Licensor // and its affiliates, except as required to comply with Section 4(c) of // the License and to reproduce the content of the NOTICE file. // // You may obtain a copy of the Apache License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the Apache License with the above modification is // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY // KIND, either express or implied. See the Apache License for the specific // language governing permissions and limitations under the Apache License. // --- This is what an import might look like. --- #import $TOOLS/hdSt/shaders/fallbackVolume.glslfx -- configuration { "techniques": { "default": { "volumeShader": { "source": [ "FallbackVolume.VolumeShader" ] } } } } --- -------------------------------------------------------------------------- -- glsl FallbackVolume.VolumeShader // Functions that the volume shader of a volume material would provide. // // The functions give extinction, scattering, emission at a point as well as // a phase function such as Henyey-Greenstein (see, e.g., [1]). // // Only single scattering is taken into account and the result of the // scattering function (together with the phase function) is used to compute // the in-scattering component of the volume rendering equation for a light // source (point lights only). // The extinction function is supposed to return the sum of the // absorption and out-scattering cross section. // Note that the interpretation of emission here follows [1] rather than [2], // so the emission is added without being "pre-multiplied" by absorption. // // [1] Matt Pharr, Wenzel Jakob, Greg Humphreys, "Physically Based Rendering", // Third Edition). // [2] Julian Fong, Magnus Wrenninge, Christopher Kulla, Ralf Habel, // "Production Volume Rendering", SIGGRAPH 2017 Course. // The functions given here use a density and emission field with a fixed // albedo. // // // Extinction function, returns sum of absorption and out-scattering cross // ratio. // float extinctionFunction(vec3 p) { return HdGet_density(p).x; } // Scattering function, returns in-scattering cross-section (will be combined // with phase function). // // Here: constant on ellipsoid and zero outside. float scatteringFunction(vec3 p) { const float albedo = 0.18; return extinctionFunction(p) * albedo; } // Emission function, returns emission cross-section. // // Here: zero since volume is not emitting light. vec3 emissionFunction(vec3 p) { return HdGet_emission(p).xyz; } // Phase function in volume rendering equation. // // Here: isotropic. float phaseFunction(vec3 direction1, vec3 direction2) { const float pi = 3.14159265358979; const float sphereArea = 4.0 * pi; const float inverseSphereArea = 1.0 / sphereArea; return inverseSphereArea; }