lygia
/v1.1.6
/lighting
/fresnelReflection
)resolve fresnel coeficient
Dependencies:
lygia
/v1.1.6
/lighting
/fresnel
.glsl
lygia
/v1.1.6
/lighting
/fakeCube
.glsl
lygia
/v1.1.6
/lighting
/sphericalHarmonics
.glsl
Use:
<vec3> fresnel(const <vec3> f0, <float> LoH)
<vec3> fresnel(<vec3> _R, <vec3> _f0, <float> _NoV)
#ifndef FNC_FRESNEL_REFLECTION
#define FNC_FRESNEL_REFLECTION
vec3 fresnelReflection(const in vec3 R, const in vec3 f0, const in float NoV) {
vec3 frsnl = fresnel(f0, NoV);
vec3 reflectColor = vec3(0.0);
#if defined(FRESNEL_REFLECTION_FNC)
reflection = FRESNEL_REFLECTION_FNC(R);
#elif defined(ENVMAP_FNC)
reflectColor = ENVMAP_FNC(R, 0.001, 0.001);
#elif defined(SCENE_SH_ARRAY)
reflectColor = sphericalHarmonics(R);
#elif defined(SCENE_CUBEMAP)
reflectColor = SAMPLE_CUBE_FNC( SCENE_CUBEMAP, R, ENVMAP_MAX_MIP_LEVEL ).rgb;
#else
reflectColor = fakeCube(R);
#endif
return reflectColor * frsnl;
}
vec3 fresnelReflection(const in vec3 R, const in float f0, const in float NoV) {
#if defined(TARGET_MOBILE) || defined(PLATFORM_RPI)
float frsnl = fresnel(f0, NoV);
vec3 reflectColor = vec3(0.0);
#if defined(FRESNEL_REFLECTION_FNC)
reflection = FRESNEL_REFLECTION_FNC(R);
#elif defined(ENVMAP_FNC)
reflectColor = ENVMAP_FNC(R, 0.001, 0.001);
#elif defined(SCENE_CUBEMAP)
reflectColor = SAMPLE_CUBE_FNC( SCENE_CUBEMAP, R, ENVMAP_MAX_MIP_LEVEL ).rgb;
#elif defined(SCENE_SH_ARRAY)
reflectColor = sphericalHarmonics(R);
#else
reflectColor = fakeCube(R);
#endif
return reflectColor * frsnl;
#else
return fresnelReflection(R, vec3(f0, f0, f0), NoV);
#endif
}
#ifdef STR_MATERIAL
vec3 fresnelReflection(const in Material _M) {
return fresnelReflection(_M.R, _M.f0, _M.NoV);
}
#endif
#endif
Dependencies:
lygia
/v1.1.6
/lighting
/fresnel
.glsl
lygia
/v1.1.6
/lighting
/fakeCube
.glsl
lygia
/v1.1.6
/lighting
/sphericalHarmonics
.glsl
lygia
/v1.1.6
/lighting
/envMap
.glsl
Use:
<float3> fresnel(const <float3> f0, <float> LoH)
<float3> fresnel(<float3> _R, <float3> _f0, <float> _NoV)
#ifndef FNC_FRESNEL_REFLECTION
#define FNC_FRESNEL_REFLECTION
float3 fresnelReflection(float3 R, float3 f0, float NoV) {
float3 frsnl = fresnel(f0, NoV);
float3 reflectColor = float3(0.0, 0.0, 0.0);
#if defined(FRESNEL_REFLECTION_FNC)
reflection = FRESNEL_REFLECTION_FNC(R);
#elif defined(ENVMAP_FNC)
reflectColor = ENVMAP_FNC(R, 0.001, 0.001);
#elif defined(SCENE_CUBEMAP)
reflectColor = SAMPLE_CUBE_FNC( SCENE_CUBEMAP, R, ENVMAP_MAX_MIP_LEVEL).rgb;
#elif defined(SCENE_SH_ARRAY)
reflectColor = sphericalHarmonics(R);
#else
reflectColor = fakeCube(R);
#endif
return reflectColor * frsnl;
}
#endif
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