lygia
/v1.1.6
/lighting
/common
/envBRDFApprox
)#ifndef FNC_ENVBRDFAPPROX
#define FNC_ENVBRDFAPPROX
vec2 envBRDFApprox(const in float _NoV, in float _roughness ) {
const vec4 c0 = vec4( -1.0, -0.0275, -0.572, 0.022 );
const vec4 c1 = vec4( 1.0, 0.0425, 1.04, -0.04 );
vec4 r = _roughness * c0 + c1;
float a004 = min( r.x * r.x, exp2( -9.28 * _NoV ) ) * r.x + r.y;
vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;
return vec2(AB.x, AB.y);
}
//https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
vec3 envBRDFApprox(const in vec3 _specularColor, const in float _NoV, const in float _roughness) {
vec2 AB = envBRDFApprox(_NoV, _roughness);
return _specularColor * AB.x + AB.y;
}
#ifdef STR_MATERIAL
vec2 envBRDFApprox(const in Material _M) {
return envBRDFApprox(_M.NoV, _M.roughness );
}
vec3 envBRDFApprox(const in vec3 _specularColor, const in Material _M) {
return envBRDFApprox(_specularColor, _M.NoV, _M.roughness);
}
#endif
#endif
#ifndef FNC_ENVBRDFAPPROX
#define FNC_ENVBRDFAPPROX
float3 envBRDFApprox(float3 _specularColor, float _NoV, float _roughness) {
float4 c0 = float4( -1, -0.0275, -0.572, 0.022 );
float4 c1 = float4( 1, 0.0425, 1.04, -0.04 );
float4 r = _roughness * c0 + c1;
float a004 = min( r.x * r.x, exp2( -9.28 * _NoV ) ) * r.x + r.y;
float2 AB = float2( -1.04, 1.04 ) * a004 + r.zw;
return _specularColor * AB.x + AB.y;
}
#endif
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