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Remove extra bias

/main
Evgenii Golubev 8 年前
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77cca537
共有 1 个文件被更改,包括 2 次插入2 次删除
  1. 4
      Assets/ScriptableRenderLoop/ShaderLibrary/ImageBasedLighting.hlsl

4
Assets/ScriptableRenderLoop/ShaderLibrary/ImageBasedLighting.hlsl


float invPdf = D_GGX_Inverse(NdotH, roughness) * 4.0;
// TODO: check the accuracy of the sample's solid angle fit for GGX.
float omegaS = rcp(sampleCount) * invPdf; // Solid angle associated with the sample
float omegaS = rcp(sampleCount) * invPdf; // Solid angle associated with the sample
mipLevel = 0.5 * log2(omegaS * invOmegaP) + 1.0; // Clamp is not necessary as the hardware will do it
mipLevel = 0.5 * log2(omegaS * invOmegaP); // Clamp is not necessary as the hardware will do it
// Bias the MIP map level to compensate for the importance sampling bias.
// This will blur the reflection.

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