Fixed the engergy conservation problem when pbr mode is toon.
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@@ -39,10 +39,10 @@ float3 ComputeSpecularTerm(UtsBSDFData bsdfData, PreLightData preLightData, floa
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#elif _PBR_MODE_ANISOTROPY
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float TdotV = dot(bsdfData.tangentWS, V);
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float BdotV = dot(bsdfData.bitangentWS, V);
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ConvertAnisotropyToRoughness(bsdfData.perceptualRoughness, bsdfData.anisotropy, bsdfData.roughnessT, bsdfData.roughnessB);
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partLambdaV = GetSmithJointGGXAnisoPartLambdaV(TdotV, BdotV, clampedNdotV, bsdfData.roughnessT, bsdfData.roughnessB);
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// For anisotropy we must not saturate these values
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float TdotH = dot(bsdfData.tangentWS, H);
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float TdotL = dot(bsdfData.tangentWS, L);
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@@ -63,11 +63,9 @@ float3 ComputeSpecularTerm(UtsBSDFData bsdfData, PreLightData preLightData, floa
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float specularExponent = RoughnessToBlinnPhongSpecularExponent(PerceptualRoughnessToRoughness(bsdfData.perceptualRoughness));
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DV = pow(NdotH, 5.0 * specularExponent);
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DV = StepFeatherToon(DV, _ToonSpecularStep, _ToonSpecularFeather);
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//specTerm = pow(NdotH, 5.0 * specularExponent);
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//specTerm = StepFeatherToon(specTerm, _ToonSpecularStep, _ToonSpecularFeather);
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//return specTerm * ColorSpaceDielectricSpec.rgb * clampedNdotL;
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#endif
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// We use specularFGD here to approximate F.
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specTerm = DV * preLightData.specularFGD * clampedNdotL;
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return specTerm;
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#endif
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