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Stephane Laroche 7 年前
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863da95a
共有 1 个文件被更改,包括 4 次插入4 次删除
  1. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.hlsl

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.hlsl


// For eval IBL lights, we need:
//
// iblPerceptualRoughness (for FGD, mip, etc)
// iblR (fetch direction compensated dominant spec)
// specularFGD (coatIblF is now in there too)
// iblR (fetch direction compensated dominant spec)
// specularFGD (coatIblF is now in there too)
// energyCompensation (to a apply for each light sample since with multiple roughnesses, it becomes lobe specific)
//
// We also need for analytical lights:

}
else
{
DV[0] = DV_SmithJointGGX(NdotH, NdotL, NdotV, bsdfData.roughnessAT, preLightData.partLambdaV[0]);
DV[1] = DV_SmithJointGGX(NdotH, NdotL, NdotV, bsdfData.roughnessBT, preLightData.partLambdaV[1]);
DV[0] = DV_SmithJointGGX(NdotH, NdotL, NdotV, bsdfData.roughnessAT, preLightData.partLambdaV[0]);
DV[1] = DV_SmithJointGGX(NdotH, NdotL, NdotV, bsdfData.roughnessBT, preLightData.partLambdaV[1]);
}
specularLighting = F * lerp(DV[0]*preLightData.energyCompensationFactor[BASE_LOBEA_IDX],
DV[1]*preLightData.energyCompensationFactor[BASE_LOBEB_IDX],

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