Adding prefiltered specular reflections

This commit is contained in:
2025-07-09 23:25:21 +02:00
parent 865ea5a1c8
commit 47b9b5c877
9 changed files with 329 additions and 142 deletions
+19 -7
View File
@@ -70,8 +70,8 @@ struct LightEnv
TextureCube irradianceMap;
SamplerState irradianceSampler;
TextureCube prefilteredMap;
SamplerState prefilteredSampler;
Texture2D brdfLUT;
SamplerState lutSampler;
};
layout(set=3)
ParameterBlock<LightEnv> pLightEnv;
@@ -314,15 +314,15 @@ struct CookTorrance : IBRDF
float G = Smith(n, viewDir_WS, lightDir_WS);
float3 F = FresnelSchlickRoughness(max(dot(h, viewDir_WS), 0.0), F0, roughness);
float3 num = NDF * G * F;
float denom = 4.0 * max(dot(n, viewDir_WS), 0.0) * max(dot(n, lightDir_WS), 0.0) + 0.000001;
float3 specular = num / denom;
float3 k_s = F;
float3 k_d = float3(1.0) - k_s;
k_d *= 1.0 - metallic;
float3 num = NDF * G * F;
float denom = 4.0 * max(dot(n, viewDir_WS), 0.0) * max(dot(n, lightDir_WS), 0.0) + 0.000001;
float3 specular = num / denom;
float nDotL = max(dot(n, lightDir_WS), 0.0);
float3 result = (k_d * baseColor / PI + specular) * nDotL * lightColor;
@@ -340,12 +340,24 @@ struct CookTorrance : IBRDF
{
float3 F0 = float3(0.04);
F0 = lerp(F0, baseColor, metallic);
float3 k_s = FresnelSchlickRoughness(max(dot(normal, viewDir_WS), 0.0), F0, roughness);
float3 F = FresnelSchlickRoughness(max(dot(normal, viewDir_WS), 0.0), F0, roughness);
float3 k_s = F;
float3 k_d = 1 - k_s;
k_d *= 1 - metallic;
float3 irradiance = pLightEnv.irradianceMap.SampleLevel(pLightEnv.irradianceSampler, normal, 4).rgb;
float3 diffuse = irradiance * baseColor;
return (k_d * diffuse) * ambientOcclusion;
float3 r = reflect(-viewDir_WS, normal);
const float MAX_REFLECTION_LOD = 4;
float3 prefilteredColor = pLightEnv.prefilteredMap.SampleLevel(pLightEnv.irradianceSampler, r, roughness * MAX_REFLECTION_LOD).xyz;
float2 envBRDF = pLightEnv.brdfLUT.Sample(pLightEnv.lutSampler, float2(max(dot(normal, viewDir_WS), 0), roughness)).rg;
float3 specular = prefilteredColor * (F * envBRDF.x + envBRDF.y);
return (k_d * diffuse + specular) * ambientOcclusion;
}
float getAlpha()
{