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Merge pull request #1378 from Azaezel/alpha41/aoAlt

take ao into account for the brdf diffuse component
Brian Roberts před 7 měsíci
rodič
revize
92af46a8bd

+ 1 - 1
Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl

@@ -226,7 +226,7 @@ float getDistanceAtt( vec3 unormalizedLightVector , float invSqrAttRadius )
 vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
 {
    //diffuse term
-   vec3 Fd = surface.albedo.rgb * M_1OVER_PI_F;
+   vec3 Fd = surface.albedo.rgb * surface.ao * M_1OVER_PI_F;
     
    //GGX specular
    vec3 F = F_Schlick(surface.f0, surface.f90, surfaceToLight.HdotV);

+ 1 - 1
Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl

@@ -227,7 +227,7 @@ float getDistanceAtt( float3 unormalizedLightVector , float invSqrAttRadius )
 float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
 {
    //diffuse term
-   float3 Fd = surface.albedo.rgb * M_1OVER_PI_F;
+   float3 Fd = surface.albedo.rgb * surface.ao * M_1OVER_PI_F;
     
    //GGX specular
    float3 F = F_Schlick(surface.f0, surface.f90, surfaceToLight.HdotV);