#ifndef __F_SCHLICK_H__ #define __F_SCHLICK_H__ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/BSDF.hlsl" void F_Schlick_float(in float f0, in float f90, in float u, out float result) { /* BSDF.hlsl: real x = 1.0 - u; real x2 = x * x; real x5 = x * x2 * x2; return (f90 - f0) * x5 + f0; // sub mul mul mul sub mad */ result = F_Schlick(f0, f90, u);// f0 when viewed straight on, f90 at grazing angle } #endif//__F_SCHLICK_H__