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Move 'iblMipLevel' to PreLightData

/main
Evgenii Golubev 8 年前
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be1f01e1
共有 1 个文件被更改,包括 4 次插入5 次删除
  1. 9
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.hlsl

9
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.hlsl


float anisoGGXLambdaV;
float3 iblDirWS; // Dominant specular direction, used for IBL in EvaluateBSDF_Env()
float iblMipLevel;
float3 specularFGD; // Store preconvole BRDF for both specular and diffuse
float diffuseFGD;

// We need to take into account the modified normal for faking anisotropic here.
float3 iblR = reflect(-V, iblNormalWS);
preLightData.iblDirWS = GetSpecularDominantDir(bsdfData.normalWS, iblR, bsdfData.roughness, preLightData.NdotV);
preLightData.iblMipLevel = perceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness);
// Area light specific
// UVs for sampling the LUTs

// TODO: we must always perform a weight calculation as due to tiled rendering we need to smooth out cubemap at boundaries.
// So goal is to split into two category and have an option to say if we parallax correct or not.
// TODO: compare current Morten version: offline cubemap with a particular remap + the bias in perceptualRoughnessToMipmapLevel
// to classic remap like unreal/Frobiste. The function GetSpecularDominantDir can result in a better matching in this case
// We let GetSpecularDominantDir currently as it still an improvement but not as good as it could be
float mip = perceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness);
float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, R, mip);
float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, R, preLightData.iblMipLevel);
specularLighting = preLD.rgb * preLightData.specularFGD;
// Apply specular occlusion on it

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