[ATOM-15864] Added diffuseResponse to lambertian diffuse calculation

main
antonmic 5 years ago
parent 61d0ed0b5c
commit 097f99dcc6

@ -28,7 +28,7 @@ float3 GetDiffuseLighting(Surface surface, LightingData lightingData, float3 lig
}
else
{
diffuse = DiffuseLambertian(surface.albedo, surface.normal, dirToLight);
diffuse = DiffuseLambertian(surface.albedo, surface.normal, dirToLight, lightingData.diffuseResponse);
}
if(o_clearCoat_feature_enabled)

@ -28,7 +28,7 @@ float3 GetDiffuseLighting(Surface surface, LightingData lightingData, float3 lig
}
else
{
diffuse = DiffuseLambertian(surface.albedo, surface.normal, dirToLight);
diffuse = DiffuseLambertian(surface.albedo, surface.normal, dirToLight, lightingData.diffuseResponse);
}
if(o_clearCoat_feature_enabled)

@ -20,7 +20,7 @@
// Then define the Diffuse and Specular lighting functions
float3 GetDiffuseLighting(Surface surface, LightingData lightingData, float3 lightIntensity, float3 dirToLight)
{
float3 diffuse = DiffuseLambertian(surface.albedo, surface.normal, dirToLight);
float3 diffuse = DiffuseLambertian(surface.albedo, surface.normal, dirToLight, lightingData.diffuseResponse);
if(o_clearCoat_feature_enabled)
{

@ -21,10 +21,10 @@
// ------- Diffuse Lighting -------
//! Simple Lambertian BRDF.
float3 DiffuseLambertian(float3 albedo, float3 normal, float3 dirToLight)
float3 DiffuseLambertian(float3 albedo, float3 normal, float3 dirToLight, float diffuseResponse)
{
float NdotL = saturate(dot(normal, dirToLight));
return albedo * NdotL * INV_PI;
return albedo * NdotL * INV_PI * diffuseResponse;
}
// Normalized Disney diffuse function taken from Frostbite's PBR course notes (page 10):

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