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