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Remove a magic number

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Evgenii Golubev 7 年前
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共有 1 个文件被更改,包括 1 次插入1 次删除
  1. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl

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ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl


// Ambient occlusion is cosine weighted, thus use following equation. See slide 129
float cosAv = sqrt(1.0 - surfaceData.ambientOcclusion);
float roughness = max(PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness), 0.01); // Clamp to 0.01 to avoid edge cases
float cosAs = exp2(-3.32193 * Sq(roughness));
float cosAs = exp2((-log(10.0)/log(2.0)) * Sq(roughness));
float cosB = dot(bentNormalWS, reflect(-V, surfaceData.normalWS));
return SphericalCapIntersectionSolidArea(cosAv, cosAs, cosB) / (TWO_PI * (1.0 - cosAs));

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