Adding environment prefiltering shader

This commit is contained in:
2025-07-03 21:34:39 +02:00
parent 64d4edccd6
commit 85f88d79bd
2 changed files with 73 additions and 4 deletions
+7 -4
View File
@@ -69,6 +69,9 @@ struct LightEnv
uint numPointLights;
TextureCube irradianceMap;
SamplerState irradianceSampler;
TextureCube prefilteredMap;
SamplerState prefilteredSampler;
Texture2D brdfLUT;
};
layout(set=3)
ParameterBlock<LightEnv> pLightEnv;
@@ -294,9 +297,9 @@ struct CookTorrance : IBRDF
return ggx1 * ggx2;
}
float3 FresnelSchlick(float cosTheta, float3 F0)
float3 FresnelSchlickRoughness(float cosTheta, float3 F0, float roughness)
{
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
return F0 + (max(float3(1.0 - roughness), F0) - F0) * pow(clamp(1.0 - cosTheta, 0, 1), 5.0);
}
float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
@@ -309,7 +312,7 @@ struct CookTorrance : IBRDF
float NDF = TrowbridgeReitzGGX(n, h);
float G = Smith(n, viewDir_WS, lightDir_WS);
float3 F = FresnelSchlick(max(dot(h, viewDir_WS), 0.0), F0);
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;
@@ -337,7 +340,7 @@ struct CookTorrance : IBRDF
{
float3 F0 = float3(0.04);
F0 = lerp(F0, baseColor, metallic);
float3 k_s = FresnelSchlick(max(dot(normal, viewDir_WS), 0.0), F0);
float3 k_s = FresnelSchlickRoughness(max(dot(normal, viewDir_WS), 0.0), F0, roughness);
float3 k_d = 1 - k_s;
k_d *= 1 - metallic;
float3 irradiance = pLightEnv.irradianceMap.Sample(pLightEnv.irradianceSampler, normal).rgb;