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:
AzaezelX 2026-03-02 08:52:47 -06:00
parent 5981154102
commit cf294ad121
2 changed files with 12 additions and 12 deletions

View file

@ -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);

View file

@ -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);