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ibl_sample_shader_lys [2017/05/15 17:11] adavies |
ibl_sample_shader_lys [2017/05/16 02:57] adavies |
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// form as cube maps convolved in Lys are based on RdotL and not NdotH. You can find | // form as cube maps convolved in Lys are based on RdotL and not NdotH. You can find | ||
// a more detailed description in "Pre-convolved Cube Maps vs Path Tracers" | // a more detailed description in "Pre-convolved Cube Maps vs Path Tracers" | ||
+ | // Despite the difference in distribution of MIPs the lit specular response resulting from | ||
+ | // the “roughness texture” will be identical to existing PBR based game engines and tools. | ||
float BurleyToMip(float fPerceptualRoughness, int nMips, float NdotR) | float BurleyToMip(float fPerceptualRoughness, int nMips, float NdotR) | ||
{ | { |