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/stochastic_alpha_test
Evgenii Golubev 7 年前
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共有 1 个文件被更改,包括 3 次插入1 次删除
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      ScriptableRenderPipeline/Core/ShaderLibrary/ImageBasedLighting.hlsl

4
ScriptableRenderPipeline/Core/ShaderLibrary/ImageBasedLighting.hlsl


// TODO: use a Gaussian-like filter to generate the MIP pyramid.
float3 val = SAMPLE_TEXTURECUBE_LOD(tex, sampl, L, mipLevel).rgb;
// Our goal is to use Monte-Carlo integration with importance sampling to evaluate
// See "Moving Frostbite to Physically Based Rendering", p 63.
// The goal of this function is to use Monte-Carlo integration to evaluate
// Note: Integral{CBSDF(L, N, V) dL} is given by the FDG texture.
// CBSDF = F * D * G * NdotL / (4 * NdotL * NdotV) = F * D * G / (4 * NdotV).
// PDF = D * NdotH / (4 * LdotH).
// Weight = CBSDF / PDF = F * G * LdotH / (NdotV * NdotH).

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