mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
unmangle brdfTexture. again.
also correct roughnessToMipLevel, specular tinting and missing horizon correction
This commit is contained in:
parent
d0d0a39fcd
commit
5666373447
Binary file not shown.
|
|
@ -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)
|
||||
|
|
|
|||
|
|
@ -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));
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
|
|||
Loading…
Reference in a new issue