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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 02:57]
adavies
Line 124: Line 124:
 // 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)
 { {
ibl_sample_shader_lys.txt · Last modified: 2017/05/23 03:49 (external edit)