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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2022-09-12 20:42:27 +0200 |
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committer | GitHub <noreply@github.com> | 2022-09-12 20:42:27 +0200 |
commit | 79b21e96ad7a154e6c64a88150c98bd4dea52e91 (patch) | |
tree | f3bdc3211760198b62b32a346e86c8033a9312fe /servers/rendering | |
parent | 677ccb90efe3c1fcf3aff595e52258ef869a6a8e (diff) | |
parent | 97be1fb7b6e0866bebbc39e852791f09ac9c0aac (diff) |
Merge pull request #65544 from clayjohn/lambert-wrap
Apply energy conservation to LAMBERT_WRAP diffuse mode by dividing by PI
Diffstat (limited to 'servers/rendering')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index 4e6e29b315..2fba1351f7 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -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) |