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Pass the correct parameter to DisneyDiffuse()

/Add-support-for-light-specular-color-tint
Evgenii Golubev 7 年前
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2139db69
共有 1 个文件被更改,包括 2 次插入3 次删除
  1. 5
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitReference.hlsl

5
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitReference.hlsl


if (NdotL > 0.0)
{
float3 H = normalize(L + V);
float LdotH = dot(L, H);
float LdotV = dot(L, V);
float disneyDiffuse = DisneyDiffuse(NdotV, NdotL, LdotH, bsdfData.perceptualRoughness);
float disneyDiffuse = DisneyDiffuse(NdotV, NdotL, LdotV, bsdfData.perceptualRoughness);
// diffuse Albedo is apply here as describe in ImportanceSampleLambert function
float4 val = SampleEnv(lightLoopContext, lightData.envIndex, L, 0);

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