LYGIA Shader Library

toShininess (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)

Check it on Github


#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)

Check it on Github


#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

Check it on Github

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));
}

License

LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.

Sponsors and contributors are automatically added to the Patron License and they can ignore the any non-commercial rule of the Prosperity Licensed software (please take a look to the exception).

It's also possible to get a permanent comercial license hook to a single and specific version of LYGIA.

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