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Evgenii Golubev 8 年前
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共有 1 个文件被更改,包括 2 次插入0 次删除
  1. 2
      Assets/ScriptableRenderLoop/ShaderLibrary/ImageBasedLighting.hlsl

2
Assets/ScriptableRenderLoop/ShaderLibrary/ImageBasedLighting.hlsl


// - OmegaP : Solid angle associated to a pixel of the cubemap
float invPdf = D_GGX_Inverse(NdotH, roughness) * 4.0;
// TODO: check the accuracy of the sample's solid angle fit for GGX.
float omegaS = rcp(sampleCount) * invPdf; // Solid angle associated with the sample
// invOmegaP is precomputed on CPU and provide as a parameter of the function
// float omegaP = FOUR_PI / (6.0f * cubemapWidth * cubemapWidth); // Solid angle associated with the pixel of the cubemap

if (NdotL > 0.0)
{
// TODO: use a Gaussian-like filter to generate the MIP pyramid.
float3 val = SAMPLE_TEXTURECUBE_LOD(tex, sampl, L, mipLevel).rgb;
// *********************************************************************************

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