Switched Burley/Lambert, and restored diffuse term to 0-1 range for compatibility.

This commit is contained in:
Juan Linietsky 2017-10-01 19:08:49 -03:00
parent d10e5eabed
commit c9a925c4e0
3 changed files with 10 additions and 7 deletions

View file

@ -932,7 +932,8 @@ LIGHT_SHADER_CODE
vec3 A = 1.0 + sigma2 * (- 0.5 / (sigma2 + 0.33) + 0.17*diffuse_color / (sigma2 + 0.13) );
float B = 0.45 * sigma2 / (sigma2 + 0.09);
light_amount = dotNL * (A + vec3(B) * s / t) / M_PI;
// light_amount = dotNL * (A + vec3(B) * s / t) / M_PI;
light_amount = dotNL * (A + vec3(B) * s / t);
}
#elif defined(DIFFUSE_TOON)
@ -952,7 +953,8 @@ LIGHT_SHADER_CODE
float FD90 = 0.5 + 2.0 * LoH * LoH * roughness;
float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(NoV);
float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(NoL);
light_amount = ( (1.0 / M_PI) * FdV * FdL ) * NoL;
//light_amount = ( (1.0 / M_PI) * FdV * FdL ) * NoL;
light_amount = ( FdV * FdL ) * NoL;
/*
float energyBias = mix(roughness, 0.0, 0.5);
float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
@ -965,7 +967,8 @@ LIGHT_SHADER_CODE
}
#else
//lambert
light_amount = dotNL / M_PI;
// light_amount = dotNL / M_PI;
light_amount = dotNL;
#endif
#if defined(TRANSMISSION_USED)