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specular_lys [2017/05/15 17:19] adavies [Image Based Lighting Sample Shader] |
specular_lys [2017/05/15 21:53] adavies old revision restored (2017/05/15 21:52) |
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Note that our implementation of BurleyToMip() below differs from the more typical form as cube maps convolved in Lys are based on RdotL and not NdotH. You can find a more detailed description in [[specular_lys#pre-convolved_cube_maps_vs_path_tracers|Pre-convolved Cube Maps vs Path Tracers]]. | Note that our implementation of BurleyToMip() below differs from the more typical form as cube maps convolved in Lys are based on RdotL and not NdotH. You can find a more detailed description in [[specular_lys#pre-convolved_cube_maps_vs_path_tracers|Pre-convolved Cube Maps vs Path Tracers]]. | ||
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+ | Despite the difference in distribution of MIPs the lit specular response resulting from the generated “roughness texture” will be identical to other PBR based game engines and tools. | ||
<code glsl>float BurleyToMip(float fPerceptualRoughness, int nMips, float NdotR) | <code glsl>float BurleyToMip(float fPerceptualRoughness, int nMips, float NdotR) | ||
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As an approximation we can correlate size of solid angle with "blur strength"and replace ''h_dot_r'' with ''n_dot_r''. So ultimately what we do is adjust our specular power in the following way: | As an approximation we can correlate size of solid angle with "blur strength"and replace ''h_dot_r'' with ''n_dot_r''. So ultimately what we do is adjust our specular power in the following way: |