unmangle brdfTexture. again.

also correct roughnessToMipLevel, specular tinting and missing horizon correction
This commit is contained in:
AzaezelX 2025-03-24 18:18:12 -05:00
parent d0d0a39fcd
commit 5666373447
5 changed files with 24 additions and 12 deletions

View file

@ -319,7 +319,7 @@ float computeSpecOcclusion( float NdotV , float AO , float roughness )
float roughnessToMipLevel(float roughness, float numMips)
{
return saturate((roughness * numMips) - (pow(roughness, 6.0) * (numMips * 0.125)));
return roughness * (numMips+1.0);
}
vec4 compute4Lights( Surface surface,
@ -585,10 +585,14 @@ vec4 computeForwardProbes(Surface surface,
vec2 envBRDF = textureLod(BRDFTexture, vec2(surface.NdotV, surface.roughness),0).rg;
vec3 diffuse = irradiance * lerp(surface.baseColor.rgb, vec3(0.04f,0.04f,0.04f), surface.metalness);
vec3 specularCol = ((specular + surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
vec3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
float horizonOcclusion = 1.3;
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
horizon *= horizon;
// Final color output after environment lighting
vec3 finalColor = diffuse + specularCol;
vec3 finalColor = diffuse + specularCol * horizon;
finalColor *= surface.ao;
if(isCapturing == 1)
@ -738,10 +742,14 @@ vec4 debugVizForwardProbes(Surface surface,
vec2 envBRDF = textureLod(BRDFTexture, vec2(surface.NdotV, surface.roughness),0).rg;
vec3 diffuse = irradiance * lerp(surface.baseColor.rgb, vec3(0.04f,0.04f,0.04f), surface.metalness);
vec3 specularCol = ((specular + surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
vec3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
float horizonOcclusion = 1.3;
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
horizon *= horizon;
// Final color output after environment lighting
vec3 finalColor = diffuse + specularCol;
vec3 finalColor = diffuse + specularCol * horizon;
finalColor *= surface.ao;
if(isCapturing == 1)

View file

@ -320,7 +320,7 @@ float computeSpecOcclusion( float NdotV , float AO , float roughness )
float roughnessToMipLevel(float roughness, float numMips)
{
return saturate((roughness * numMips) - (pow(roughness, 6.0) * (numMips * 0.125)));
return roughness * (numMips+1.0);
}
float4 compute4Lights( Surface surface,
@ -591,7 +591,7 @@ float4 computeForwardProbes(Surface surface,
float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.NdotV, surface.roughness,0,0)).rg;
float3 diffuse = irradiance * lerp(surface.baseColor.rgb, 0.04f, surface.metalness);
float3 specularCol = ((specular + surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
float3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
float horizonOcclusion = 1.3;
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
@ -748,7 +748,7 @@ float4 debugVizForwardProbes(Surface surface,
float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.NdotV, surface.roughness,0,0)).rg;
float3 diffuse = irradiance * lerp(surface.baseColor.rgb, 0.04f, surface.metalness);
float3 specularCol = ((specular + surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
float3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
float horizonOcclusion = 1.3;
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));

View file

@ -206,10 +206,14 @@ void main()
vec2 envBRDF = textureLod(BRDFTexture, vec2(surface.NdotV, surface.roughness),0).rg;
vec3 diffuse = irradiance * lerp(surface.baseColor.rgb, vec3(0.04f,0.04f,0.04f), surface.metalness);
vec3 specularCol = ((specular + surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
vec3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
float horizonOcclusion = 1.3;
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
horizon *= horizon;
// Final color output after environment lighting
vec3 finalColor = diffuse + specularCol;
vec3 finalColor = diffuse + specularCol * horizon;
finalColor *= surface.ao;
if(isCapturing == 1)

View file

@ -194,14 +194,14 @@ float4 main(PFXVertToPix IN) : SV_TARGET
float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.NdotV, surface.roughness,0,0)).rg;
float3 diffuse = irradiance * lerp(surface.baseColor.rgb, 0.04f, surface.metalness);
float3 specularCol = ((specular + surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
float3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
float horizonOcclusion = 1.3;
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
horizon *= horizon;
// Final color output after environment lighting
float3 finalColor = diffuse + specularCol;
float3 finalColor = diffuse + specularCol*horizon;
finalColor *= surface.ao;
if(isCapturing == 1)