lygia
/v1.1.6
/lighting
/toMetallic
)convert diffuse/specular/glossiness workflow to PBR metallic factor
Dependencies:
Use:
<float> toMetallic(<vec3> diffuse, <vec3> specular, <float> maxSpecular)
#ifndef TOMETALLIC_MIN_REFLECTANCE
#define TOMETALLIC_MIN_REFLECTANCE 0.04
#endif
#ifndef FNC_TOMETALLIC
#define FNC_TOMETALLIC
float toMetallic(const in vec3 diffuse, const in vec3 specular, const in float maxSpecular) {
float perceivedDiffuse = sqrt(0.299 * diffuse.r * diffuse.r + 0.587 * diffuse.g * diffuse.g + 0.114 * diffuse.b * diffuse.b);
float perceivedSpecular = sqrt(0.299 * specular.r * specular.r + 0.587 * specular.g * specular.g + 0.114 * specular.b * specular.b);
if (perceivedSpecular < TOMETALLIC_MIN_REFLECTANCE) {
return 0.0;
}
float a = TOMETALLIC_MIN_REFLECTANCE;
float b = perceivedDiffuse * (1.0 - maxSpecular) / (1.0 - TOMETALLIC_MIN_REFLECTANCE) + perceivedSpecular - 2.0 * TOMETALLIC_MIN_REFLECTANCE;
float c = TOMETALLIC_MIN_REFLECTANCE - perceivedSpecular;
float D = max(b * b - 4.0 * a * c, 0.0);
return saturate((-b + sqrt(D)) / (2.0 * a));
}
float toMetallic(const in vec3 diffuse, const in vec3 specular) {
float maxSpecula = max(max(specular.r, specular.g), specular.b);
return toMetallic(diffuse, specular, maxSpecula);
}
#endif
Use:
<float> toMetallic(<float3> diffuse, <float3> specular, <float> maxSpecular)
#ifndef TOMETALLIC_MIN_REFLECTANCE
#define TOMETALLIC_MIN_REFLECTANCE 0.04
#endif
#ifndef FNC_TOMETALLIC
#define FNC_TOMETTALIC
float toMetallic(float3 diffuse, float3 specular, float maxSpecular) {
float perceivedDiffuse = sqrt(0.299 * diffuse.r * diffuse.r + 0.587 * diffuse.g * diffuse.g + 0.114 * diffuse.b * diffuse.b);
float perceivedSpecular = sqrt(0.299 * specular.r * specular.r + 0.587 * specular.g * specular.g + 0.114 * specular.b * specular.b);
if (perceivedSpecular < TOMETALLIC_MIN_REFLECTANCE) {
return 0.0;
}
float a = TOMETALLIC_MIN_REFLECTANCE;
float b = perceivedDiffuse * (1.0 - maxSpecular) / (1.0 - TOMETALLIC_MIN_REFLECTANCE) + perceivedSpecular - 2.0 * TOMETALLIC_MIN_REFLECTANCE;
float c = TOMETALLIC_MIN_REFLECTANCE - perceivedSpecular;
float D = max(b * b - 4.0 * a * c, 0.0);
return saturate((-b + sqrt(D)) / (2.0 * a));
}
float toMetallic(float3 diffuse, float3 specular) {
float maxSpecula = max(max(specular.r, specular.g), specular.b);
return toMetallic(diffuse, specular, maxSpecula);
}
#endif
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