提交 24dcc480 编写于 作者: M Mugen87

ShaderChunks: Fix link to documentation

上级 7f43f4e6
......@@ -6,7 +6,7 @@ float punctualLightIntensityToIrradianceFactor( const in float lightDistance, co
// based upon Frostbite 3 Moving to Physically-based Rendering
// page 32, equation 26: E[window1]
// http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr_v2.pdf
// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
// this is intended to be used on spot and point lights who are represented as luminous intensity
// but who must be converted to luminous irradiance for surface lighting calculation
float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );
......
......@@ -124,7 +124,7 @@ void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCo
#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )
#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )
// ref: http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr_v2.pdf
// ref: https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
float computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {
return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );
......
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