This shows you the differences between two versions of the page.
Both sides previous revision Previous revision | Next revision Both sides next revision | ||
ibl_sample_shader_lys [2017/05/15 17:13] adavies old revision restored (2017/05/15 17:11) |
ibl_sample_shader_lys [2017/05/16 02:53] adavies [Downloading and running the shader in FX Composer] |
||
---|---|---|---|
Line 32: | Line 32: | ||
% Free IBL sample using cube map exported from Knaldtech's tool Lys. https://www.knaldtech.com/lys/ | % Free IBL sample using cube map exported from Knaldtech's tool Lys. https://www.knaldtech.com/lys/ | ||
% The cube map was made with offset set to 3 and exported as GGX with Burley roughness drop. | % The cube map was made with offset set to 3 and exported as GGX with Burley roughness drop. | ||
+ | % 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. | ||
*/ | */ | ||
Line 124: | Line 126: | ||
// 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) | ||
{ | { |