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Merge pull request #1616 from Azaezel/alpha41/fresnelFindings
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fresnel corrections for prior exploratory pr
This commit is contained in:
commit
b530c5fdc1
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@ -226,9 +226,11 @@ float getDistanceAtt( vec3 unormalizedLightVector , float invSqrAttRadius )
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vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
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{
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if (surface.depth >= 0.9999f)
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return float3(0.0,0.0,0.0);
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// Compute Fresnel term
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vec3 F = F_Schlick(surface.f0, surfaceToLight.HdotV);
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F += lerp(vec3(0.04f,0.04f,0.04f), surface.baseColor.rgb, surface.metalness);
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// GGX Normal Distribution Function
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float D = D_GGX(surfaceToLight.NdotH, surface.linearRoughness);
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@ -594,7 +596,7 @@ vec4 computeForwardProbes(Surface surface,
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vec2 envBRDF = textureLod(BRDFTexture, vec2(surface.NdotV, surface.roughness),0).rg;
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vec3 diffuse = irradiance * lerp(surface.baseColor.rgb, vec3(0.04f,0.04f,0.04f), surface.metalness);
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vec3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
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vec3 specularCol = ((specular * surface.f0) * envBRDF.x + envBRDF.y)*surface.metalness;
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float horizonOcclusion = 1.3;
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float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
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@ -226,9 +226,11 @@ float getDistanceAtt( float3 unormalizedLightVector , float invSqrAttRadius )
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float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
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{
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if (surface.depth >= 0.9999f)
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return float3(0.0,0.0,0.0);
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// Compute Fresnel term
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float3 F = F_Schlick(surface.f0, surfaceToLight.HdotV);
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F += lerp(0.04f, surface.baseColor.rgb, surface.metalness);
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// GGX Normal Distribution Function
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float D = D_GGX(surfaceToLight.NdotH, surface.linearRoughness);
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@ -599,7 +601,7 @@ float4 computeForwardProbes(Surface surface,
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float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.NdotV, surface.roughness,0,0)).rg;
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float3 diffuse = irradiance * lerp(surface.baseColor.rgb, 0.04f, surface.metalness);
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float3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
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float3 specularCol = ((specular * surface.f0) * envBRDF.x + envBRDF.y)*surface.metalness;
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float horizonOcclusion = 1.3;
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float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
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