mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-06 05:50:31 +00:00
selfshadowing corrections
best to stick to the order of the X<dot>Y tags use PI, not 1/PI to avoid "normal flipping"
This commit is contained in:
parent
5981154102
commit
cf294ad121
2 changed files with 12 additions and 12 deletions
|
|
@ -178,9 +178,9 @@ SurfaceToLight createSurfaceToLight(in Surface surface, in vec3 L)
|
|||
surfaceToLight.Lu = L;
|
||||
surfaceToLight.L = normalize(L);
|
||||
surfaceToLight.H = normalize(surface.V + surfaceToLight.L);
|
||||
surfaceToLight.NdotL = saturate(dot(surfaceToLight.L, surface.N));
|
||||
surfaceToLight.HdotV = saturate(dot(surfaceToLight.H, surface.V));
|
||||
surfaceToLight.NdotH = saturate(dot(surfaceToLight.H, surface.N));
|
||||
surfaceToLight.NdotL = saturate(dot(surface.N,surfaceToLight.L));
|
||||
surfaceToLight.HdotV = saturate(dot(surfaceToLight.H,surface.V));
|
||||
surfaceToLight.NdotH = saturate(dot(surface.N,surfaceToLight.H));
|
||||
return surfaceToLight;
|
||||
}
|
||||
|
||||
|
|
@ -243,12 +243,12 @@ vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
|
|||
float denominator = 4.0 * max(surface.NdotV, 0.0) * max(surfaceToLight.NdotL, 0.0) + 0.0001;
|
||||
vec3 specularBRDF = numerator / denominator;
|
||||
|
||||
vec3 diffuseBRDF = surface.baseColor.rgb * M_1OVER_PI_F * surface.ao;
|
||||
vec3 diffuseBRDF = surface.baseColor.rgb * surface.ao * M_PI_F;
|
||||
|
||||
// Final output combining all terms
|
||||
vec3 kS = F; // Specular reflectance
|
||||
vec3 kD = (1.0 - kS) * (1.0 - surface.metalness); // Diffuse reflectance
|
||||
vec3 returnBRDF = kD * (diffuseBRDF) + specularBRDF;
|
||||
vec3 returnBRDF = kD * diffuseBRDF + specularBRDF;
|
||||
|
||||
if(isCapturing == 1)
|
||||
return lerp(returnBRDF ,surface.albedo.rgb,surface.metalness);
|
||||
|
|
|
|||
|
|
@ -177,9 +177,9 @@ inline SurfaceToLight createSurfaceToLight(in Surface surface, in float3 L)
|
|||
surfaceToLight.Lu = L;
|
||||
surfaceToLight.L = normalize(L);
|
||||
surfaceToLight.H = normalize(surface.V + surfaceToLight.L);
|
||||
surfaceToLight.NdotL = saturate(dot(surfaceToLight.L, surface.N));
|
||||
surfaceToLight.NdotL = saturate(dot(surface.N, surfaceToLight.L));
|
||||
surfaceToLight.HdotV = saturate(dot(surfaceToLight.H, surface.V));
|
||||
surfaceToLight.NdotH = saturate(dot(surfaceToLight.H, surface.N));
|
||||
surfaceToLight.NdotH = saturate(dot(surface.N, surfaceToLight.H));
|
||||
|
||||
return surfaceToLight;
|
||||
}
|
||||
|
|
@ -243,12 +243,12 @@ float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
|
|||
float denominator = 4.0 * max(surface.NdotV, 0.0) * max(surfaceToLight.NdotL, 0.0) + 0.0001;
|
||||
float3 specularBRDF = numerator / denominator;
|
||||
|
||||
float3 diffuseBRDF = surface.baseColor.rgb * M_1OVER_PI_F * surface.ao;
|
||||
float3 diffuseBRDF = surface.baseColor.rgb * surface.ao* M_PI_F;
|
||||
|
||||
// Final output combining all terms
|
||||
float3 kS = F; // Specular reflectance
|
||||
float3 kD = (1.0 - kS) * (1.0 - surface.metalness); // Diffuse reflectance
|
||||
float3 returnBRDF = kD * (diffuseBRDF) + specularBRDF;
|
||||
float3 returnBRDF = kD*diffuseBRDF + specularBRDF;
|
||||
|
||||
if(isCapturing == 1)
|
||||
return lerp(returnBRDF ,surface.albedo.rgb,surface.metalness);
|
||||
|
|
@ -277,8 +277,8 @@ float3 getPunctualLight(Surface surface, SurfaceToLight surfaceToLight, float3 l
|
|||
if(isCapturing != 1)
|
||||
lightfloor = 0.0;
|
||||
|
||||
float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
|
||||
|
||||
float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
|
||||
|
||||
// Calculate both specular and diffuse lighting in one BRDF evaluation
|
||||
float3 directLighting = evaluateStandardBRDF(surface, surfaceToLight);
|
||||
|
||||
|
|
@ -297,7 +297,7 @@ float3 getSpotlight(Surface surface, SurfaceToLight surfaceToLight, float3 light
|
|||
float attenuation = 1.0f;
|
||||
attenuation *= getDistanceAtt(surfaceToLight.Lu, radius);
|
||||
attenuation *= getSpotAngleAtt(-surfaceToLight.L, lightDir, lightSpotParams.xy);
|
||||
|
||||
|
||||
// Calculate both specular and diffuse lighting in one BRDF evaluation
|
||||
float3 directLighting = evaluateStandardBRDF(surface, surfaceToLight);
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue