Merge pull request #65544 from clayjohn/lambert-wrap

Apply energy conservation to LAMBERT_WRAP diffuse mode by dividing by PI
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Rémi Verschelde 2022-09-12 20:42:27 +02:00 committed by GitHub
commit 79b21e96ad
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2 changed files with 8 additions and 6 deletions

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@ -629,11 +629,12 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
#if defined(DIFFUSE_LAMBERT_WRAP)
// energy conserving lambert wrap shader
diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
// Energy conserving lambert wrap shader.
// https://web.archive.org/web/20210228210901/http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/
diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))) * (1.0 / M_PI);
#elif defined(DIFFUSE_TOON)
diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL);
diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL) * (1.0 / M_PI);
#elif defined(DIFFUSE_BURLEY)

View file

@ -97,11 +97,12 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
#if defined(DIFFUSE_LAMBERT_WRAP)
// energy conserving lambert wrap shader
diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
// Energy conserving lambert wrap shader.
// https://web.archive.org/web/20210228210901/http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/
diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))) * (1.0 / M_PI);
#elif defined(DIFFUSE_TOON)
diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL);
diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL) * (1.0 / M_PI);
#elif defined(DIFFUSE_BURLEY)