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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) |
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% 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 |