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test

/main
Sebastien Lagarde 7 年前
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ec5aa695
共有 1 个文件被更改,包括 10 次插入1 次删除
  1. 11
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl

11
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl


float NdotV = ClampNdotV(N, V);
// Optimized math. Ref: PBR Diffuse Lighting for GGX + Smith Microsurfaces (slide 114).
float3 H = normalize(V + L);
float NdotH = saturate(dot(N, H));
float LdotH = saturate(dot(L, H));
float LdotV = dot(L, V);
/*
*/
float3 F = F_Schlick(bsdfData.fresnel0, LdotH);
float DV;

float3 H = (L + V) * invLenLV;
//float3 H = (L + V) * invLenLV;
// For anisotropy we must not saturate these values
float TdotH = dot(bsdfData.tangentWS, H);
float TdotL = dot(bsdfData.tangentWS, L);

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