Changing specularF0 variables back to specularF0Factor
This commit is contained in:
@@ -219,9 +219,9 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
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// ------- Specular -------
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float2 specularUv = IN.m_uv[MaterialSrg::m_specularF0MapUvIndex];
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float specularF0 = GetSpecularInput(MaterialSrg::m_specularF0Map, MaterialSrg::m_sampler, specularUv, MaterialSrg::m_specularF0Factor, o_specularF0_useTexture);
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float specularF0Factor = GetSpecularInput(MaterialSrg::m_specularF0Map, MaterialSrg::m_sampler, specularUv, MaterialSrg::m_specularF0Factor, o_specularF0_useTexture);
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surface.SetAlbedoAndSpecularF0(baseColor, specularF0, metallic);
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surface.SetAlbedoAndSpecularF0(baseColor, specularF0Factor, metallic);
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// ------- Roughness -------
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@@ -295,9 +295,9 @@ PbrLightingOutput SkinPS_Common(VSOutput IN)
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// ------- Specular -------
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float2 specularUv = IN.m_uv[MaterialSrg::m_specularF0MapUvIndex];
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float specularF0 = GetSpecularInput(MaterialSrg::m_specularF0Map, MaterialSrg::m_sampler, specularUv, MaterialSrg::m_specularF0Factor, o_specularF0_useTexture);
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float specularF0Factor = GetSpecularInput(MaterialSrg::m_specularF0Map, MaterialSrg::m_sampler, specularUv, MaterialSrg::m_specularF0Factor, o_specularF0_useTexture);
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surface.SetAlbedoAndSpecularF0(baseColor, specularF0);
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surface.SetAlbedoAndSpecularF0(baseColor, specularF0Factor);
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// ------- Roughness -------
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+2
-2
@@ -270,9 +270,9 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
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float layer1_specularF0Factor = GetSpecularInput(MaterialSrg::m_layer1_m_specularF0Map, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_specularF0MapUvIndex], MaterialSrg::m_layer1_m_specularF0Factor, o_layer1_o_specularF0_useTexture);
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float layer2_specularF0Factor = GetSpecularInput(MaterialSrg::m_layer2_m_specularF0Map, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_specularF0MapUvIndex], MaterialSrg::m_layer2_m_specularF0Factor, o_layer2_o_specularF0_useTexture);
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float layer3_specularF0Factor = GetSpecularInput(MaterialSrg::m_layer3_m_specularF0Map, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_specularF0MapUvIndex], MaterialSrg::m_layer3_m_specularF0Factor, o_layer3_o_specularF0_useTexture);
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float specularF0 = BlendLayers(layer1_specularF0Factor, layer2_specularF0Factor, layer3_specularF0Factor, blendMaskValues);
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float specularF0Factor = BlendLayers(layer1_specularF0Factor, layer2_specularF0Factor, layer3_specularF0Factor, blendMaskValues);
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surface.SetAlbedoAndSpecularF0(baseColor, specularF0, metallic);
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surface.SetAlbedoAndSpecularF0(baseColor, specularF0Factor, metallic);
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// ------- Roughness -------
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@@ -178,9 +178,9 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
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// ------- Specular -------
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float2 specularUv = IN.m_uv[MaterialSrg::m_specularF0MapUvIndex];
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float specularF0 = GetSpecularInput(MaterialSrg::m_specularF0Map, MaterialSrg::m_sampler, specularUv, MaterialSrg::m_specularF0Factor, o_specularF0_useTexture);
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float specularF0Factor = GetSpecularInput(MaterialSrg::m_specularF0Map, MaterialSrg::m_sampler, specularUv, MaterialSrg::m_specularF0Factor, o_specularF0_useTexture);
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surface.SetAlbedoAndSpecularF0(baseColor, specularF0, metallic);
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surface.SetAlbedoAndSpecularF0(baseColor, specularF0Factor, metallic);
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// ------- Roughness -------
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+3
-3
@@ -43,7 +43,7 @@ class BasePbrSurfaceData
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void CalculateRoughnessA();
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//! Sets albedo and specularF0 using metallic workflow
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void SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0, float metallic);
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void SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor, float metallic);
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};
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// ------- Functions -------
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@@ -85,9 +85,9 @@ void BasePbrSurfaceData::CalculateRoughnessA()
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}
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}
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void BasePbrSurfaceData::SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0, float metallic)
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void BasePbrSurfaceData::SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor, float metallic)
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{
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float3 dielectricSpecularF0 = MaxDielectricSpecularF0 * inSpecularF0;
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float3 dielectricSpecularF0 = MaxDielectricSpecularF0 * specularF0Factor;
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// Compute albedo and specularF0 based on metalness
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albedo = lerp(baseColor, float3(0.0f, 0.0f, 0.0f), metallic);
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+3
-3
@@ -41,7 +41,7 @@ class Surface //: BasePbrSurfaceData
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void CalculateRoughnessA();
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//! Sets albedo and specularF0 using metallic workflow
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void SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0, float metallic);
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void SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor, float metallic);
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};
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@@ -80,9 +80,9 @@ void Surface::CalculateRoughnessA()
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}
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}
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void Surface::SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0, float metallic)
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void Surface::SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor, float metallic)
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{
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float3 dielectricSpecularF0 = MaxDielectricSpecularF0 * inSpecularF0;
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float3 dielectricSpecularF0 = MaxDielectricSpecularF0 * specularF0Factor;
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// Compute albedo and specularF0 based on metalness
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albedo = lerp(baseColor, float3(0.0f, 0.0f, 0.0f), metallic);
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+3
-3
@@ -40,7 +40,7 @@ class Surface //: BasePbrSurfaceData
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void CalculateRoughnessA();
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//! Sets albedo and specularF0 using metallic workflow
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void SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0);
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void SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor);
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};
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@@ -79,9 +79,9 @@ void Surface::CalculateRoughnessA()
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}
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}
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void Surface::SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0)
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void Surface::SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor)
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{
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albedo = baseColor;
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specularF0 = MaxDielectricSpecularF0 * inSpecularF0;
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specularF0 = MaxDielectricSpecularF0 * specularF0Factor;
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}
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+3
-3
@@ -40,7 +40,7 @@ class Surface //: BasePbrSurfaceData
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void CalculateRoughnessA();
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//! Sets albedo and specularF0 using metallic workflow
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void SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0, float metallic);
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void SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor, float metallic);
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};
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@@ -79,9 +79,9 @@ void Surface::CalculateRoughnessA()
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}
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}
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void Surface::SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0, float metallic)
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void Surface::SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor, float metallic)
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{
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float3 dielectricSpecularF0 = MaxDielectricSpecularF0 * inSpecularF0;
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float3 dielectricSpecularF0 = MaxDielectricSpecularF0 * specularF0Factor;
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// Compute albedo and specularF0 based on metalness
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albedo = lerp(baseColor, float3(0.0f, 0.0f, 0.0f), metallic);
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@@ -176,8 +176,8 @@ ForwardPassOutput AutoBrick_ForwardPassPS(VSOutput IN)
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// Albedo, SpecularF0
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const float metallic = 0.0f;
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const float specularF0 = 0.5f;
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surface.SetAlbedoAndSpecularF0(baseColor, specularF0, metallic);
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const float specularF0Factor = 0.5f;
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surface.SetAlbedoAndSpecularF0(baseColor, specularF0Factor, metallic);
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// Clear Coat, Transmission
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surface.clearCoat.InitializeToZero();
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@@ -71,8 +71,8 @@ ForwardPassOutput MinimalPBR_MainPassPS(VSOutput IN)
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surface.CalculateRoughnessA();
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// Albedo, SpecularF0
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const float specularF0 = 0.5f;
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surface.SetAlbedoAndSpecularF0(MinimalPBRSrg::m_baseColor, specularF0, MinimalPBRSrg::m_metallic);
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const float specularF0Factor = 0.5f;
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surface.SetAlbedoAndSpecularF0(MinimalPBRSrg::m_baseColor, specularF0Factor, MinimalPBRSrg::m_metallic);
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// Clear Coat, Transmission
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surface.clearCoat.InitializeToZero();
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