LYGIA Shader Library

envMap (lygia/v1.1.6/lighting/envMap)

get enviroment map light comming from a normal direction and acording to some roughness/metallic value. If there is no SCENE_CUBEMAP texture it creates a fake cube

Dependencies:

Use:

<vec3> envMap(<vec3> _normal, <float> _roughness [, <float> _metallic])

Check it on Github




#ifndef SAMPLE_CUBE_FNC
#define SAMPLE_CUBE_FNC(CUBEMAP, NORM, LOD) textureCube(CUBEMAP, NORM, LOD)
#endif

#ifndef ENVMAP_MAX_MIP_LEVEL
#define ENVMAP_MAX_MIP_LEVEL 3.0
#endif

#ifndef FNC_ENVMAP
#define FNC_ENVMAP
vec3 envMap(const in vec3 _normal, const in float _roughness, const in float _metallic) {

// ENVMAP overwrites cube sampling  
#if defined(ENVMAP_FNC) 
    return ENVMAP_FNC(_normal, _roughness, _metallic);

#elif defined(SCENE_EQUIRECT)
    return sampleEquirect(SCENE_EQUIRECT, _normal, 1.0 + 26.0 * _roughness).rgb;

// Cubemap sampling
#elif defined(SCENE_CUBEMAP)
    return SAMPLE_CUBE_FNC( SCENE_CUBEMAP, _normal, (ENVMAP_MAX_MIP_LEVEL * _roughness) ).rgb;

// Default
#else
    return fakeCube(_normal, toShininess(_roughness, _metallic));

#endif
}

vec3 envMap(const in vec3 _normal, const in float _roughness) {
    return envMap(_normal, _roughness, 1.0);
}

#ifdef STR_MATERIAL
vec3 envMap(const in Material _M) {
    return envMap(_M.R, _M.roughness, _M.metallic);
}
#endif
#endif

Dependencies:

Use:

<float3> envMap(<float3> _normal, <float> _roughness [, <float> _metallic])

Check it on Github





#ifndef SAMPLE_CUBE_FNC
// #define SAMPLE_CUBE_FNC(CUBEMAP, NORM, LOD) texCUBE(CUBEMAP, NORM)
#define SAMPLE_CUBE_FNC(CUBEMAP, NORM, LOD) texCUBElod(CUBEMAP, float4(NORM, LOD) )
#endif

#ifndef ENVMAP_MAX_MIP_LEVEL
#define ENVMAP_MAX_MIP_LEVEL 3.0
#endif

#ifndef FNC_ENVMAP
#define FNC_ENVMAP
float3 envMap(float3 _normal, float _roughness, float _metallic) {

// ENVMAP overwrites cube sampling  
#if defined(ENVMAP_FNC) 
    return ENVMAP_FNC(_normal, _roughness, _metallic);

// Cubemap sampling
#elif defined(SCENE_CUBEMAP)
    float lod = ENVMAP_MAX_MIP_LEVEL * _roughness;
    return SAMPLE_CUBE_FNC( SCENE_CUBEMAP, _normal, lod).rgb;

// Default
#else
    return fakeCube(_normal, toShininess(_roughness, _metallic));

#endif

}

float3 envMap(float3 _normal, float _roughness) {
    return envMap(_normal, _roughness, 1.0);
}
#endif

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