overdark causality review

two things stuck out as proximal causes for an overdark result on community review
1) $PostFX::HDRPostFX::keyValue was significantly too low given existing calculations, so upped that to 00.5 in keeping with the general assumption were remain intending to have that be the dead center value of a luminance range
2)  Fr_DisneyDiffuse input assumptions differ from current engine ones, so reverting that to lambert .
This commit is contained in:
AzaezelX 2023-11-28 19:34:09 -06:00
parent d671f2611e
commit ccfe2478b7
3 changed files with 5 additions and 9 deletions

View file

@ -26,11 +26,7 @@ $PostFX::HDRPostFX::enableToneMapping = 0.5;
/// The tone mapping middle grey or exposure value used
/// to adjust the overall "balance" of the image.
///
/// 0.18 is fairly common value.
///
$PostFX::HDRPostFX::keyValue = 0.115;
$PostFX::HDRPostFX::keyValue = 0.5;
//Explicit HDR Params

View file

@ -224,8 +224,8 @@ float getDistanceAtt( vec3 unormalizedLightVector , float invSqrAttRadius )
vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
{
//lambert diffuse
vec3 Fd = Fr_DisneyDiffuse(surface.f0, surface.NdotV, surfaceToLight.NdotL, surfaceToLight.NdotH, surface.linearRoughness);
//diffuse term
vec3 Fd = surface.albedo.rgb * M_1OVER_PI_F;
//GGX specular
vec3 F = F_Schlick(surface.f0, surface.f90, surfaceToLight.HdotV);

View file

@ -225,8 +225,8 @@ float getDistanceAtt( float3 unormalizedLightVector , float invSqrAttRadius )
float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
{
//disney diffuse
float3 Fd = Fr_DisneyDiffuse(surface.f0, surface.NdotV, surfaceToLight.NdotL, surfaceToLight.NdotH, surface.linearRoughness);
//diffuse term
float3 Fd = float3 Fd = surface.albedo.rgb * M_1OVER_PI_F;
//GGX specular
float3 F = F_Schlick(surface.f0, surface.f90, surfaceToLight.HdotV);