提交 f3bfd1af 编写于 作者: W WestLangley

Decouple light probe irradiance from other indirect light sources

上级 9769ae46
......@@ -7,7 +7,7 @@ export default /* glsl */`
#if defined( RE_IndirectSpecular )
RE_IndirectSpecular( radiance, irradiance, clearcoatRadiance, geometry, material, reflectedLight );
RE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );
#endif
`;
......@@ -15,9 +15,11 @@ export default /* glsl */`
#endif
vec3 iblIrradiance = vec3( 0.0 );
#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )
irradiance += getLightProbeIndirectIrradiance( /*lightProbe,*/ geometry, maxMipLevel );
iblIrradiance += getLightProbeIndirectIrradiance( /*lightProbe,*/ geometry, maxMipLevel );
#endif
......
......@@ -117,6 +117,7 @@ void RE_Direct_Physical( const in IncidentLight directLight, const in GeometricC
void RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
}
......
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