lygia
/lighting
/toShininess
)Convertes from PBR roughness/metallic to a shininess factor (typaclly use on diffuse/specular/ambient workflow)
Use:
float toShininess(<float> roughness, <float> metallic)
#ifndef FNC_TOSHININESS
#define FNC_TOSHININESS
float toShininess(const in float roughness, const in float metallic) {
float s = .95 - roughness * 0.5;
s *= s;
s *= s;
return s * (80. + 160. * (1.0-metallic));
}
#endif
Use:
float toShininess(<float> roughness, <float> metallic)
#ifndef FNC_TOSHININESS
#define FNC_TOSHININESS
float toShininess(float roughness, float metallic) {
float s = .95 - roughness * 0.5;
s *= s;
s *= s;
return s * (80. + 160. * (1.0-metallic));
}
#endif
Use:
<f32> toShininess(<f32> roughness, <f32> metallic)
fn toShininess(roughness: f32, metallic: f32) -> f32 {
var s = 0.95 - roughness * 0.5;
s *= s;
s *= s;
return s * (80.0 + 160.0 * (1.0-metallic));
}
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