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HDRenderPipeline: Add comment on anisotropy to say it is eye-balled done

/Yibing-Project-2
sebastienlagarde 7 年前
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2d7cd1a1
共有 1 个文件被更改,包括 3 次插入0 次删除
  1. 3
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl

3
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


preLightData.ggxPreLambdaV = GetSmithJointGGXPreLambdaV(NdotV, bsdfData.roughness);
// GGX aniso
// For GGX aniso and IBL we have done an empirical (eye balled) approximation compare to the reference.
// We use a single fetch, and we stretch the normal to use based on various criteria.
// result are far away from the reference but better than nothing
preLightData.TdotV = 0.0;
preLightData.BdotV = 0.0;
if (bsdfData.materialId == MATERIALID_LIT_ANISO && HasMaterialFeatureFlag(MATERIALFEATUREFLAGS_LIT_ANISO))

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