brdf calc fixes from mar, rake roughness into account for translucent reflections

This commit is contained in:
AzaezelX 2025-12-14 15:33:30 -06:00
parent 5893355d0a
commit 681caf9392
2 changed files with 11 additions and 6 deletions

View file

@ -226,9 +226,11 @@ float getDistanceAtt( vec3 unormalizedLightVector , float invSqrAttRadius )
vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
{
if (surface.depth >= 0.9999f)
return float3(0.0,0.0,0.0);
// Compute Fresnel term
vec3 F = F_Schlick(surface.f0, surfaceToLight.HdotV);
F += lerp(vec3(0.04f,0.04f,0.04f), surface.baseColor.rgb, surface.metalness);
// GGX Normal Distribution Function
float D = D_GGX(surfaceToLight.NdotH, surface.linearRoughness);
@ -592,8 +594,8 @@ vec4 computeForwardProbes(Surface surface,
specular = mix(specular,textureLod(specularCubemapAR, vec4(surface.R, skylightCubemapIdx), lod).xyz, alpha);
}
float reflectionOpacity = clamp(surface.baseColor.a, max(length(specular),length(irradiance)),1.0);
surface.baseColor.rgb = lerp(surface.baseColor.rgb, vec3(1.0,1.0,1.0), reflectionOpacity*surface.roughness);
float reflectionOpacity = clamp(surface.baseColor.a, max(length(specular),length(irradiance))*surface.roughness,1.0);
surface.baseColor.rgb = lerp(surface.baseColor.rgb, vec3(reflectionOpacity,reflectionOpacity,reflectionOpacity), surface.roughness);
updateSurface(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);

View file

@ -226,9 +226,11 @@ float getDistanceAtt( float3 unormalizedLightVector , float invSqrAttRadius )
float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
{
if (surface.depth >= 0.9999f)
return float3(0.0,0.0,0.0);
// Compute Fresnel term
float3 F = F_Schlick(surface.f0, surfaceToLight.HdotV);
F += lerp(0.04f, surface.baseColor.rgb, surface.metalness);
// GGX Normal Distribution Function
float D = D_GGX(surfaceToLight.NdotH, surface.linearRoughness);
@ -596,8 +598,9 @@ float4 computeForwardProbes(Surface surface,
irradiance = lerp(irradiance,TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, surface.N, skylightCubemapIdx, 0).xyz,alpha);
specular = lerp(specular,TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, surface.R, skylightCubemapIdx, lod).xyz,alpha);
}
float reflectionOpacity = clamp(surface.baseColor.a, max(length(specular),length(irradiance)),1.0);
surface.baseColor.rgb = lerp(surface.baseColor.rgb, float3(1.0,1.0,1.0), reflectionOpacity*surface.roughness);
float reflectionOpacity = clamp(surface.baseColor.a, max(length(specular),length(irradiance))*surface.roughness,1.0);
surface.baseColor.rgb = lerp(surface.baseColor.rgb, float3(reflectionOpacity,reflectionOpacity,reflectionOpacity), surface.roughness);
surface.Update();
float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.NdotV, surface.roughness,0,0)).rg;
float3 diffuse = irradiance * lerp(surface.baseColor.rgb, 0.04f, surface.metalness);