I'm trying to implement physically-based rendering (PBR) in our project (we started a small game engine for academic and learning purposes) and I cannot understand what is the right way to calculate specular and diffuse contribution based on material's metallic and roughness.
We don't use any third party libraries/engines for rendering, everything is hand written in OpenGL 3.3.
Right now I have this (I'll put the full code below):
// Calculate contribution based on metallicity
vec3 diffuseColor = baseColor - baseColor * metallic;
vec3 specularColor = mix(vec3(0.00), baseColor, metallic);
But I'm under the impression that specular term has to be depended by roughness somehow. I was thinking to change it to this:
vec3 specularColor = mix(vec3(0.00), baseColor, roughness);
But again, I'm not sure. What is the right way to do it? Is there even a right way or should I just use the 'trial and error' method until I get a satisfying result?
Here is the full GLSL code:
// Calculates specular intensity according to the Cook - Torrance model
float CalcCookTorSpec(vec3 normal, vec3 lightDir, vec3 viewDir, float roughness, float F0)
{
// Calculate intermediary values
vec3 halfVector = normalize(lightDir + viewDir);
float NdotL = max(dot(normal, lightDir), 0.0);
float NdotH = max(dot(normal, halfVector), 0.0);
float NdotV = max(dot(normal, viewDir), 0.0); // Note: this could also be NdotL, which is the same value
float VdotH = max(dot(viewDir, halfVector), 0.0);
float specular = 0.0;
if(NdotL > 0.0)
{
float G = GeometricalAttenuation(NdotH, NdotV, VdotH, NdotL);
float D = BeckmannDistribution(roughness, NdotH);
float F = Fresnel(F0, VdotH);
specular = (D * F * G) / (NdotV * NdotL * 4);
}
return specular;
}
vec3 CalcLight(vec3 lightColor, vec3 normal, vec3 lightDir, vec3 viewDir, Material material, float shadowFactor)
{
// Helper variables
vec3 baseColor = material.diffuse;
vec3 specColor = material.specular;
vec3 emissive = material.emissive;
float roughness = material.roughness;
float fresnel = material.fresnel;
float metallic = material.metallic;
// Calculate contribution based on metallicity
vec3 diffuseColor = baseColor - baseColor * metallic;
vec3 specularColor = mix(vec3(0.00), baseColor, metallic);
// Lambertian reflectance
float Kd = DiffuseLambert(normal, lightDir);
// Specular shading (Cook-Torrance model)
float Ks = CalcCookTorSpec(normal, lightDir, viewDir, roughness, fresnel);
// Combine results
vec3 diffuse = diffuseColor * Kd;
vec3 specular = specularColor * Ks;
vec3 result = lightColor * (emissive + diffuse + specular);
return result * (1.0 - shadowFactor);
}