Changing specularF0 variables back to specularF0Factor

This commit is contained in:
antonmic
2021-04-24 11:27:13 -07:00
parent 7ed49cb20b
commit fb369541cb
10 changed files with 24 additions and 24 deletions
@@ -219,9 +219,9 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
// ------- Specular -------
float2 specularUv = IN.m_uv[MaterialSrg::m_specularF0MapUvIndex];
float specularF0 = GetSpecularInput(MaterialSrg::m_specularF0Map, MaterialSrg::m_sampler, specularUv, MaterialSrg::m_specularF0Factor, o_specularF0_useTexture);
float specularF0Factor = GetSpecularInput(MaterialSrg::m_specularF0Map, MaterialSrg::m_sampler, specularUv, MaterialSrg::m_specularF0Factor, o_specularF0_useTexture);
surface.SetAlbedoAndSpecularF0(baseColor, specularF0, metallic);
surface.SetAlbedoAndSpecularF0(baseColor, specularF0Factor, metallic);
// ------- Roughness -------
@@ -295,9 +295,9 @@ PbrLightingOutput SkinPS_Common(VSOutput IN)
// ------- Specular -------
float2 specularUv = IN.m_uv[MaterialSrg::m_specularF0MapUvIndex];
float specularF0 = GetSpecularInput(MaterialSrg::m_specularF0Map, MaterialSrg::m_sampler, specularUv, MaterialSrg::m_specularF0Factor, o_specularF0_useTexture);
float specularF0Factor = GetSpecularInput(MaterialSrg::m_specularF0Map, MaterialSrg::m_sampler, specularUv, MaterialSrg::m_specularF0Factor, o_specularF0_useTexture);
surface.SetAlbedoAndSpecularF0(baseColor, specularF0);
surface.SetAlbedoAndSpecularF0(baseColor, specularF0Factor);
// ------- Roughness -------
@@ -270,9 +270,9 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
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);
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);
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);
float specularF0 = BlendLayers(layer1_specularF0Factor, layer2_specularF0Factor, layer3_specularF0Factor, blendMaskValues);
float specularF0Factor = BlendLayers(layer1_specularF0Factor, layer2_specularF0Factor, layer3_specularF0Factor, blendMaskValues);
surface.SetAlbedoAndSpecularF0(baseColor, specularF0, metallic);
surface.SetAlbedoAndSpecularF0(baseColor, specularF0Factor, metallic);
// ------- Roughness -------
@@ -178,9 +178,9 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
// ------- Specular -------
float2 specularUv = IN.m_uv[MaterialSrg::m_specularF0MapUvIndex];
float specularF0 = GetSpecularInput(MaterialSrg::m_specularF0Map, MaterialSrg::m_sampler, specularUv, MaterialSrg::m_specularF0Factor, o_specularF0_useTexture);
float specularF0Factor = GetSpecularInput(MaterialSrg::m_specularF0Map, MaterialSrg::m_sampler, specularUv, MaterialSrg::m_specularF0Factor, o_specularF0_useTexture);
surface.SetAlbedoAndSpecularF0(baseColor, specularF0, metallic);
surface.SetAlbedoAndSpecularF0(baseColor, specularF0Factor, metallic);
// ------- Roughness -------
@@ -43,7 +43,7 @@ class BasePbrSurfaceData
void CalculateRoughnessA();
//! Sets albedo and specularF0 using metallic workflow
void SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0, float metallic);
void SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor, float metallic);
};
// ------- Functions -------
@@ -85,9 +85,9 @@ void BasePbrSurfaceData::CalculateRoughnessA()
}
}
void BasePbrSurfaceData::SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0, float metallic)
void BasePbrSurfaceData::SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor, float metallic)
{
float3 dielectricSpecularF0 = MaxDielectricSpecularF0 * inSpecularF0;
float3 dielectricSpecularF0 = MaxDielectricSpecularF0 * specularF0Factor;
// Compute albedo and specularF0 based on metalness
albedo = lerp(baseColor, float3(0.0f, 0.0f, 0.0f), metallic);
@@ -41,7 +41,7 @@ class Surface //: BasePbrSurfaceData
void CalculateRoughnessA();
//! Sets albedo and specularF0 using metallic workflow
void SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0, float metallic);
void SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor, float metallic);
};
@@ -80,9 +80,9 @@ void Surface::CalculateRoughnessA()
}
}
void Surface::SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0, float metallic)
void Surface::SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor, float metallic)
{
float3 dielectricSpecularF0 = MaxDielectricSpecularF0 * inSpecularF0;
float3 dielectricSpecularF0 = MaxDielectricSpecularF0 * specularF0Factor;
// Compute albedo and specularF0 based on metalness
albedo = lerp(baseColor, float3(0.0f, 0.0f, 0.0f), metallic);
@@ -40,7 +40,7 @@ class Surface //: BasePbrSurfaceData
void CalculateRoughnessA();
//! Sets albedo and specularF0 using metallic workflow
void SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0);
void SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor);
};
@@ -79,9 +79,9 @@ void Surface::CalculateRoughnessA()
}
}
void Surface::SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0)
void Surface::SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor)
{
albedo = baseColor;
specularF0 = MaxDielectricSpecularF0 * inSpecularF0;
specularF0 = MaxDielectricSpecularF0 * specularF0Factor;
}
@@ -40,7 +40,7 @@ class Surface //: BasePbrSurfaceData
void CalculateRoughnessA();
//! Sets albedo and specularF0 using metallic workflow
void SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0, float metallic);
void SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor, float metallic);
};
@@ -79,9 +79,9 @@ void Surface::CalculateRoughnessA()
}
}
void Surface::SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0, float metallic)
void Surface::SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor, float metallic)
{
float3 dielectricSpecularF0 = MaxDielectricSpecularF0 * inSpecularF0;
float3 dielectricSpecularF0 = MaxDielectricSpecularF0 * specularF0Factor;
// Compute albedo and specularF0 based on metalness
albedo = lerp(baseColor, float3(0.0f, 0.0f, 0.0f), metallic);
@@ -176,8 +176,8 @@ ForwardPassOutput AutoBrick_ForwardPassPS(VSOutput IN)
// Albedo, SpecularF0
const float metallic = 0.0f;
const float specularF0 = 0.5f;
surface.SetAlbedoAndSpecularF0(baseColor, specularF0, metallic);
const float specularF0Factor = 0.5f;
surface.SetAlbedoAndSpecularF0(baseColor, specularF0Factor, metallic);
// Clear Coat, Transmission
surface.clearCoat.InitializeToZero();
@@ -71,8 +71,8 @@ ForwardPassOutput MinimalPBR_MainPassPS(VSOutput IN)
surface.CalculateRoughnessA();
// Albedo, SpecularF0
const float specularF0 = 0.5f;
surface.SetAlbedoAndSpecularF0(MinimalPBRSrg::m_baseColor, specularF0, MinimalPBRSrg::m_metallic);
const float specularF0Factor = 0.5f;
surface.SetAlbedoAndSpecularF0(MinimalPBRSrg::m_baseColor, specularF0Factor, MinimalPBRSrg::m_metallic);
// Clear Coat, Transmission
surface.clearCoat.InitializeToZero();