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Remove clamp from anisotropic GGX

/main
Evgenii Golubev 8 年前
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a0e8eceb
共有 1 个文件被更改,包括 5 次插入5 次删除
  1. 10
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl

10
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl


// Maybe always using aniso maybe a win ?
if (bsdfData.materialId == MATERIALID_LIT_ANISO)
{
float TdotL = saturate(dot(bsdfData.tangentWS, L));
float BdotL = saturate(dot(bsdfData.bitangentWS, L));
// For anisotropy we must not saturate these values
float TdotH = dot(bsdfData.tangentWS, H);
float TdotL = dot(bsdfData.tangentWS, L);
float BdotH = dot(bsdfData.bitangentWS, H);
float BdotL = dot(bsdfData.bitangentWS, L);
#ifdef LIT_USE_BSDF_PRE_LAMBDAV
Vis = V_SmithJointGGXAnisoLambdaV( preLightData.TdotV, preLightData.BdotV, preLightData.NdotV, TdotL, BdotL, NdotL,

bsdfData.roughnessT, bsdfData.roughnessB);
#endif
// For anisotropy we must not saturate these values
float TdotH = dot(bsdfData.tangentWS, H);
float BdotH = dot(bsdfData.bitangentWS, H);
D = D_GGXAniso(TdotH, BdotH, NdotH, bsdfData.roughnessT, bsdfData.roughnessB);
}
else

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