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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 [2017/05/23 03:49] (current)
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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)
 { {
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     ​     ​
     // material properties from texture     // material properties from texture
-    float smoothness = smoothness_tex.Sample(samLinear,​ st).x; ​ // not gamma corrected+    float smoothness = smoothness_tex.Sample(samLinear,​ st).x; ​ // inverted roughness texture map (1-x) and no gamma correction
     float perceptualRoughness = 1.0 - smoothness;     float perceptualRoughness = 1.0 - smoothness;
 +    //float perceptualRoughness = roughness_tex.Sample(samLinear,​ st).x; // For those using roughness texture maps use this line instead to initialize perceptualRoughness.
     float metalness = metalness_tex.Sample(samLinear,​ st).x; ​   // not gamma corrected     float metalness = metalness_tex.Sample(samLinear,​ st).x; ​   // not gamma corrected
     float3 texNormal = 2*normal_tex.Sample(samLinear,​ st).xyz - 1.0;    // not gamma corrected     float3 texNormal = 2*normal_tex.Sample(samLinear,​ st).xyz - 1.0;    // not gamma corrected
ibl_sample_shader_lys.1494868438.txt.gz · Last modified: 2017/05/23 03:49 (external edit)