Using advise from Matias, left the 0-1 range for lights, divisiom by PI, and multiplied lights by PI internally.
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2 changed files with 14 additions and 16 deletions
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@ -2534,9 +2534,10 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
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float sign = li->light_ptr->negative ? -1 : 1;
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Color linear_col = li->light_ptr->color.to_linear();
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ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
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ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
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ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
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//compensate normalized diffuse range by multiplying by PI
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ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * M_PI;
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ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * M_PI;
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ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * M_PI;
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ubo_data.light_color_energy[3] = 0;
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//omni, keep at 0
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@ -2674,9 +2675,9 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c
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float sign = li->light_ptr->negative ? -1 : 1;
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Color linear_col = li->light_ptr->color.to_linear();
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ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
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ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
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ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
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ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * M_PI;
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ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * M_PI;
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ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * M_PI;
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ubo_data.light_color_energy[3] = 0;
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Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);
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@ -2760,9 +2761,9 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c
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float sign = li->light_ptr->negative ? -1 : 1;
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Color linear_col = li->light_ptr->color.to_linear();
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ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
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ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
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ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
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ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * M_PI;
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ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * M_PI;
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ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * M_PI;
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ubo_data.light_color_energy[3] = 0;
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Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);
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@ -915,7 +915,7 @@ LIGHT_SHADER_CODE
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#if defined(DIFFUSE_LAMBERT_WRAP)
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//energy conserving lambert wrap shader
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light_amount = max(0.0,(dot(N,L) + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
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light_amount = max(0.0,(dot(N,L) + roughness) / ((1.0 + roughness) * (1.0 + roughness) * M_PI));
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#elif defined(DIFFUSE_OREN_NAYAR)
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@ -932,8 +932,7 @@ LIGHT_SHADER_CODE
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vec3 A = 1.0 + sigma2 * (- 0.5 / (sigma2 + 0.33) + 0.17*diffuse_color / (sigma2 + 0.13) );
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float B = 0.45 * sigma2 / (sigma2 + 0.09);
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// light_amount = dotNL * (A + vec3(B) * s / t) / M_PI;
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light_amount = dotNL * (A + vec3(B) * s / t);
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light_amount = dotNL * (A + vec3(B) * s / t) / M_PI;
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}
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#elif defined(DIFFUSE_TOON)
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@ -953,8 +952,7 @@ LIGHT_SHADER_CODE
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float FD90 = 0.5 + 2.0 * LoH * LoH * roughness;
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float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(NoV);
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float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(NoL);
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//light_amount = ( (1.0 / M_PI) * FdV * FdL ) * NoL;
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light_amount = ( FdV * FdL ) * NoL;
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light_amount = ( (1.0 / M_PI) * FdV * FdL ) * NoL;
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/*
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float energyBias = mix(roughness, 0.0, 0.5);
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float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
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@ -967,8 +965,7 @@ LIGHT_SHADER_CODE
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}
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#else
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//lambert
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// light_amount = dotNL / M_PI;
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light_amount = dotNL;
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light_amount = dotNL / M_PI;
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#endif
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#if defined(TRANSMISSION_USED)
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