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ibl_sample_shader_lys [2017/05/16 02:53]
adavies [Downloading and running the shader in FX Composer]
ibl_sample_shader_lys [2017/05/23 03:49] (current)
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. 
 */ */
  
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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.1494903234.txt.gz · Last modified: 2017/05/23 03:49 (external edit)