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Merge pull request #1144 from Azaezel/alpha41/brdfbadness
overdark causality review
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commit
bb6bc91615
3 changed files with 5 additions and 9 deletions
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@ -26,11 +26,7 @@ $PostFX::HDRPostFX::enableToneMapping = 0.5;
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/// The tone mapping middle grey or exposure value used
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/// The tone mapping middle grey or exposure value used
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/// to adjust the overall "balance" of the image.
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/// to adjust the overall "balance" of the image.
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///
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$PostFX::HDRPostFX::keyValue = 0.5;
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/// 0.18 is fairly common value.
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///
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$PostFX::HDRPostFX::keyValue = 0.115;
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//Explicit HDR Params
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//Explicit HDR Params
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@ -224,8 +224,8 @@ float getDistanceAtt( vec3 unormalizedLightVector , float invSqrAttRadius )
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vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
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vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
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{
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{
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//lambert diffuse
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//diffuse term
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vec3 Fd = Fr_DisneyDiffuse(surface.f0, surface.NdotV, surfaceToLight.NdotL, surfaceToLight.NdotH, surface.linearRoughness);
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vec3 Fd = surface.albedo.rgb * M_1OVER_PI_F;
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//GGX specular
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//GGX specular
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vec3 F = F_Schlick(surface.f0, surface.f90, surfaceToLight.HdotV);
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vec3 F = F_Schlick(surface.f0, surface.f90, surfaceToLight.HdotV);
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@ -225,8 +225,8 @@ float getDistanceAtt( float3 unormalizedLightVector , float invSqrAttRadius )
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float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
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float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
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{
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{
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//disney diffuse
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//diffuse term
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float3 Fd = Fr_DisneyDiffuse(surface.f0, surface.NdotV, surfaceToLight.NdotL, surfaceToLight.NdotH, surface.linearRoughness);
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float3 Fd = float3 Fd = surface.albedo.rgb * M_1OVER_PI_F;
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//GGX specular
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//GGX specular
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float3 F = F_Schlick(surface.f0, surface.f90, surfaceToLight.HdotV);
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float3 F = F_Schlick(surface.f0, surface.f90, surfaceToLight.HdotV);
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