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Optimize MipmapLevelToPerceptualRoughness()

/RenderPassXR_Sandbox
GitHub 7 年前
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8f2a5a9f
共有 1 个文件被更改,包括 1 次插入1 次删除
  1. 2
      Assets/ScriptableRenderPipeline/ShaderLibrary/ImageBasedLighting.hlsl

2
Assets/ScriptableRenderPipeline/ShaderLibrary/ImageBasedLighting.hlsl


{
float perceptualRoughness = saturate(mipmapLevel / UNITY_SPECCUBE_LOD_STEPS);
return saturate(1.7 / 1.4 - sqrt(2.89 - 2.8 * perceptualRoughness) / 1.4);
return saturate(1.7 / 1.4 - sqrt(2.89 / 1.96 - (2.8 / 1.96) * perceptualRoughness));
}
// Ref: "Moving Frostbite to PBR", p. 69.

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