// Specific case for Texture2Ds, their convolution is a gaussian one and not a GGX one.
// So we use another roughness mip mapping.
float iblMipLevel;
// TODO: We need to match the PerceptualRoughnessToMipmapLevel formula for planar, so we don't do this test (which is specific to our current lightloop)
// Specific case for Texture2Ds, their convolution is a gaussian one and not a GGX one - So we use another roughness mip mapping.
// Save the original version for the transmission code below.
int originalShadowIndex = lightData.shadowIndex;
if (mixedThicknessMode)
{
// Make sure we do not sample the shadow map twice.
lightData.shadowIndex = -1;
}
float3 color;
float attenuation;
// Restore the original shadow index.
lightData.shadowIndex = originalShadowIndex;
float intensity = max(0, attenuation * NdotL); // Warning: attenuation can be greater than 1 due to the inverse square attenuation (when position is close to light)
// TODO: We need to match the PerceptualRoughnessToMipmapLevel formula for planar, so we don't do this test (which is specific to our current lightloop)
// Specific case for Texture2Ds, their convolution is a gaussian one and not a GGX one - So we use another roughness mip mapping.
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_STACK_LIT_TRANSMISSION))
{
// For now simply recall the function with inverted normal, the compiler should be able to optimize the lightmap case to not resample the directional lightmap
// however it will not optimize the lightprobe case due to the proxy volume relying on dynamic if (we rely must get right of this dynamic if), not a problem for SH9, but a problem for proxy volume.
// TODO: optimize more this code.
// Add GI transmission contribution by resampling the GI for inverted vertex normal