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Fix the reference IBL implementation

/main
Evgenii Golubev 8 年前
当前提交
303e8196
共有 1 个文件被更改,包括 13 次插入14 次删除
  1. 27
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl

27
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl


uint sampleCount = 2048)
{
float3 N = bsdfData.normalWS;
float3 tangentX = bsdfData.tangentWS;
float3 tangentY = bsdfData.bitangentWS;
float3 tangentX, tangentY;
GetLocalFrame(N, tangentX, tangentY);
for (uint i = 0; i < sampleCount; ++i)
{

float3 V, EnvLightData lightData, BSDFData bsdfData,
uint sampleCount = 2048)
{
float3 N = bsdfData.normalWS;
float NdotV = dot(N, V);
float3 acc = float3(0.0, 0.0, 0.0);
float3 N = bsdfData.normalWS;
float3 tangentX = bsdfData.tangentWS;
float3 tangentY = bsdfData.bitangentWS;
float NdotV = saturate(dot(N, V));
float3 acc = float3(0.0, 0.0, 0.0);
float3 tangentX, tangentY;
GetLocalFrame(N, tangentX, tangentY);
for (uint i = 0; i < sampleCount; ++i)
{

uint sampleCount = 2048)
{
float3 N = bsdfData.normalWS;
float NdotV = saturate(dot(N, V));
float3 tangentX = bsdfData.tangentWS;
float3 tangentY = bsdfData.bitangentWS;
float NdotV = saturate(dot(N, V));
float3 tangentX, tangentY;
GetLocalFrame(N, tangentX, tangentY);
for (uint i = 0; i < sampleCount; ++i)
{

*/
diffuseLighting = float3(0.0, 0.0, 0.0);
weight = float2(0.0, 0.0);
weight = float2(0.0, 1.0);
#else
// TODO: factor this code in common, so other material authoring don't require to rewrite everything,

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