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Normalize the Disney Diffuse BRDF for polar viewing angles up to (Pi/4)

/stochastic_alpha_test
Evgenii Golubev 7 年前
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823896b6
共有 1 个文件被更改,包括 3 次插入1 次删除
  1. 4
      ScriptableRenderPipeline/Core/ShaderLibrary/BSDF.hlsl

4
ScriptableRenderPipeline/Core/ShaderLibrary/BSDF.hlsl


float lightScatter = F_Schlick(1.0, fd90, NdotL);
float viewScatter = F_Schlick(1.0, fd90, NdotV);
return lightScatter * viewScatter;
// Normalize the BRDF for polar viewing angles up to (Pi/4).
// Hopefully the compiler folds the constant together with (1/Pi).
return rcp(1.03571) * (lightScatter * viewScatter);
}
float DisneyDiffuse(float NdotV, float NdotL, float LdotV, float perceptualRoughness)

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