lygia
/lighting
/common
/perceptual2linearRoughness
)Classic Disney reparametrisation of roughness from Burley's paper "Physically Based Shading At Disney". Sébastien Lagarde's recommends clamping perceptual roughness to 0.045 in his paper "Moving Frostbite to PBR".
Use:
<float> perceptual2linearRoughness(<float> perceptualRoughness)
#ifndef MIN_PERCEPTUAL_ROUGHNESS
#define MIN_PERCEPTUAL_ROUGHNESS 0.045
#endif
#ifndef FNC_PERCEPTUAL_LINEAR_ROUGHNESS
#define FNC_PERCEPTUAL_LINEAR_ROUGHNESS
float perceptual2linearRoughness(float perceptualRoughness) {
perceptualRoughness = clamp(perceptualRoughness, MIN_PERCEPTUAL_ROUGHNESS, 1.0);
return perceptualRoughness * perceptualRoughness;
}
#endif
Use:
<float> perceptual2linearRoughness(<float> perceptualRoughness)
#ifndef MIN_PERCEPTUAL_ROUGHNESS
#define MIN_PERCEPTUAL_ROUGHNESS 0.045
#endif
#ifndef FNC_PERCEPTUAL_LINEAR_ROUGHNESS
#define FNC_PERCEPTUAL_LINEAR_ROUGHNESS
float perceptual2linearRoughness(float perceptualRoughness) {
perceptualRoughness = clamp(perceptualRoughness, MIN_PERCEPTUAL_ROUGHNESS, 1.0);
return perceptualRoughness * perceptualRoughness;
}
#endif
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