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Evgenii Golubev 8 年前
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共有 1 个文件被更改,包括 6 次插入0 次删除
  1. 6
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl

6
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl


// Compute the binormal.
float3 B = normalize(cross(P2 - P1, P1));
// TODO: there is no light attenuation according to the artist-defined radius.
float ltcValue;
// Evaluate the diffuse part.

// Evaluate the specular part.
{
// TODO: the fit seems rather poor. The scaling factor of 0.5 allows us
// to match the reference for rough metals, but further darkens dielectrics.
float3 fresnelTerm = bsdfData.fresnel0 * preLightData.ltcGGXFresnelMagnitudeDiff
+ (float3)preLightData.ltcGGXFresnelMagnitude;

// Evaluate the specular part.
{
// TODO: the fit seems rather poor. The scaling factor of 0.5 allows us
// to match the reference for rough metals, but further darkens dielectrics.
float3 fresnelTerm = bsdfData.fresnel0 * preLightData.ltcGGXFresnelMagnitudeDiff
+ (float3)preLightData.ltcGGXFresnelMagnitude;

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