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Update saturate(NdotV) to ClampNdotV

/main
sebastienlagarde 7 年前
当前提交
b2319266
共有 2 个文件被更改,包括 4 次插入4 次删除
  1. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitData.hlsl

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl


[branch] if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_TRANSMISSION))
{
// We use diffuse lighting for accumulation since it is going to be blurred during the SSS pass.
lighting.diffuse += EvaluateTransmission(bsdfData, NdotL, saturate(dot(N, V)), attenuation * lightData.diffuseScale);
lighting.diffuse += EvaluateTransmission(bsdfData, NdotL, ClampNdotV(preLightData.NdotV), attenuation * lightData.diffuseScale);
}
// Save ALU by applying light and cookie colors only once.

[branch] if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_TRANSMISSION))
{
// We use diffuse lighting for accumulation since it is going to be blurred during the SSS pass.
lighting.diffuse += EvaluateTransmission(bsdfData, NdotL, saturate(dot(N, V)), attenuation * lightData.diffuseScale);
lighting.diffuse += EvaluateTransmission(bsdfData, NdotL, ClampNdotV(preLightData.NdotV), attenuation * lightData.diffuseScale);
}
// Save ALU by applying light and cookie colors only once.

#endif
float roughness = PerceptualRoughnessToRoughness(bsdfData.perceptualRoughness);
float specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(saturate(dot(bsdfData.normalWS, V)), indirectAmbientOcclusion, roughness);
float specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(preLightData.NdotV), indirectAmbientOcclusion, roughness);
// Try to mimic multibounce with specular color. Not the point of the original formula but ok result.
// Take the min of screenspace specular occlusion and visibility cone specular occlusion
#if GTAO_MULTIBOUNCE_APPROX

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitData.hlsl


// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData);
#elif defined(_MASKMAP)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(dot(surfaceData.normalWS, V), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#else
surfaceData.specularOcclusion = 1.0;
#endif

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