Added AdvanceScope;
Added energy conservation to diffuse lighting; Clean up shader properties;
This commit is contained in:
@@ -54,7 +54,7 @@ float3 ComputeSpecularTerm(UtsBSDFData bsdfData, PreLightData preLightData, floa
|
||||
|
||||
#elif _PBR_MODE_HAIR
|
||||
float3 t = ShiftTangent(bsdfData.bitangentWS, N, bsdfData.anisotropy);
|
||||
float specularExponent = RoughnessToBlinnPhongSpecularExponent(PerceptualRoughnessToRoughness(bsdfData.coatRoughness));
|
||||
float specularExponent = RoughnessToBlinnPhongSpecularExponent(PerceptualRoughnessToRoughness(bsdfData.perceptualRoughness));
|
||||
DV = D_KajiyaKay(t, H, specularExponent);
|
||||
|
||||
float normalizeSpec = DV * rcp(specularExponent + 2) * 2 * PI;
|
||||
@@ -69,9 +69,7 @@ float3 ComputeSpecularTerm(UtsBSDFData bsdfData, PreLightData preLightData, floa
|
||||
//return specTerm * ColorSpaceDielectricSpec.rgb * clampedNdotL;
|
||||
#endif
|
||||
|
||||
specTerm = DV * preLightData.specularFGD;
|
||||
specTerm = specTerm * clampedNdotL;
|
||||
|
||||
specTerm = DV * preLightData.specularFGD * clampedNdotL;
|
||||
return specTerm;
|
||||
#endif
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user