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Merge pull request #1144 from Azaezel/alpha41/brdfbadness

overdark causality review
Brian Roberts 1 year ago
parent
commit
bb6bc91615

+ 1 - 5
Templates/BaseGame/game/core/postFX/scripts/HDR/HDRPostFX.tscript

@@ -26,11 +26,7 @@ $PostFX::HDRPostFX::enableToneMapping = 0.5;
 
 
 /// The tone mapping middle grey or exposure value used
 /// The tone mapping middle grey or exposure value used
 /// to adjust the overall "balance" of the image.
 /// to adjust the overall "balance" of the image.
-///
-/// 0.18 is fairly common value.
-///
-
-$PostFX::HDRPostFX::keyValue = 0.115;
+$PostFX::HDRPostFX::keyValue = 0.5;
 
 
 
 
 //Explicit HDR Params
 //Explicit HDR Params

+ 2 - 2
Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl

@@ -224,8 +224,8 @@ float getDistanceAtt( vec3 unormalizedLightVector , float invSqrAttRadius )
 
 
 vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
 vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
 {
 {
-   //lambert diffuse
-   vec3 Fd = Fr_DisneyDiffuse(surface.f0, surface.NdotV, surfaceToLight.NdotL, surfaceToLight.NdotH, surface.linearRoughness);
+   //diffuse term
+   vec3 Fd = surface.albedo.rgb * M_1OVER_PI_F;
     
     
    //GGX specular
    //GGX specular
    vec3 F = F_Schlick(surface.f0, surface.f90, surfaceToLight.HdotV);
    vec3 F = F_Schlick(surface.f0, surface.f90, surfaceToLight.HdotV);

+ 2 - 2
Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl

@@ -225,8 +225,8 @@ float getDistanceAtt( float3 unormalizedLightVector , float invSqrAttRadius )
 
 
 float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
 float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
 {
 {
-   //disney diffuse
-   float3 Fd = Fr_DisneyDiffuse(surface.f0, surface.NdotV, surfaceToLight.NdotL, surfaceToLight.NdotH, surface.linearRoughness);
+   //diffuse term
+   float3 Fd = float3 Fd = surface.albedo.rgb * M_1OVER_PI_F;
     
     
    //GGX specular
    //GGX specular
    float3 F = F_Schlick(surface.f0, surface.f90, surfaceToLight.HdotV);
    float3 F = F_Schlick(surface.f0, surface.f90, surfaceToLight.HdotV);