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-rw-r--r--brdf.cginc8
-rw-r--r--lighting.cginc2
2 files changed, 4 insertions, 6 deletions
diff --git a/brdf.cginc b/brdf.cginc
index 70bca86..a12c256 100644
--- a/brdf.cginc
+++ b/brdf.cginc
@@ -47,12 +47,9 @@ float D_GGX(float roughness, float NoH) {
float k = rcp(NoH2) - 1;
float r2_plus_k = r2 + k;
- // Not sure why, but not using the factor of PI here makes the specular match
- // the Unity standard much more closely. Maybe the author was just folding
- // the 4.0 (historically used to be a PI) into the GGX calculation?
float denom = NoH4 * r2_plus_k * r2_plus_k;
- return r2 / denom;
+ return r2 / (denom * PI);
}
// Hammon "PBR Diffuse Lighting for GGX+Smith Microsurfaces"
@@ -208,10 +205,11 @@ float4 brdf(Pbr pbr, LightData data) {
direct_specular *= data.direct.color * data.direct.NoL;
direct_specular *= energy_comp;
direct_specular *= layer_attenuation;
+ direct_specular *= PI;
direct_specular = max(0, direct_specular);
specular += direct_specular;
- float Fd = Fd_OrenNayar(pbr.roughness, data.common.NoV, data.direct.NoL, data.direct.LoV) / PI;
+ float Fd = Fd_OrenNayar(pbr.roughness, data.common.NoV, data.direct.NoL, data.direct.LoV);
float3 direct_diffuse = Fd * (1.0f - pbr.metallic) * pbr.albedo.xyz * data.direct.color;
direct_diffuse *= layer_attenuation;
direct_diffuse = max(0, direct_diffuse);
diff --git a/lighting.cginc b/lighting.cginc
index d6ca4de..8d51cda 100644
--- a/lighting.cginc
+++ b/lighting.cginc
@@ -185,7 +185,7 @@ void GetLighting(v2f i, Pbr pbr, out LightData data) {
data.direct.double_LoV = saturate(2.0f * direct_LoV * direct_LoV - 1.0f);
float4 lightColorIntensity = getDirectLightColorIntensity();
- data.direct.color = lightColorIntensity.rgb * lightColorIntensity.w * getShadowAttenuation(i);
+ data.direct.color = lightColorIntensity.rgb * getShadowAttenuation(i);
// Indirect lighting
float3 reflect_dir = -reflect(data.common.V, pbr.normal);