Removing the changes that i introduced by mistake from another branch :((((

This commit is contained in:
samcake 2017-11-06 12:43:22 -08:00
parent 4cc0a46998
commit 9652902911
9 changed files with 35 additions and 52 deletions

View file

@ -15,18 +15,18 @@
// Unpack the metallic-mode value
const float FRAG_PACK_SHADED_NON_METALLIC = 0.0;
const float FRAG_PACK_SHADED_METALLIC = 0.5;
const float FRAG_PACK_SHADED_METALLIC = 0.1;
const float FRAG_PACK_SHADED_RANGE_INV = 1.0 / (FRAG_PACK_SHADED_METALLIC - FRAG_PACK_SHADED_NON_METALLIC);
const float FRAG_PACK_SCATTERING_NON_METALLIC = 0.501;
const float FRAG_PACK_SCATTERING_METALLIC = 0.6;
const float FRAG_PACK_SCATTERING_NON_METALLIC = 0.2;
const float FRAG_PACK_SCATTERING_METALLIC = 0.3;
const float FRAG_PACK_SCATTERING_RANGE_INV = 1.0 / (FRAG_PACK_SCATTERING_METALLIC - FRAG_PACK_SCATTERING_NON_METALLIC);
const float FRAG_PACK_LIGHTMAPPED_NON_METALLIC = 0.601;
const float FRAG_PACK_LIGHTMAPPED_METALLIC = 0.99;
const float FRAG_PACK_LIGHTMAPPED_NON_METALLIC = 0.4;
const float FRAG_PACK_LIGHTMAPPED_METALLIC = 0.5;
const float FRAG_PACK_LIGHTMAPPED_RANGE_INV = 1.0 / (FRAG_PACK_LIGHTMAPPED_METALLIC - FRAG_PACK_LIGHTMAPPED_NON_METALLIC);
const float FRAG_PACK_UNLIT = 1.0;
const float FRAG_PACK_UNLIT = 0.6;
const int FRAG_MODE_UNLIT = 0;
const int FRAG_MODE_SHADED = 1;
@ -37,12 +37,12 @@ void unpackModeMetallic(float rawValue, out int mode, out float metallic) {
if (rawValue <= FRAG_PACK_SHADED_METALLIC) {
mode = FRAG_MODE_SHADED;
metallic = clamp((rawValue - FRAG_PACK_SHADED_NON_METALLIC) * FRAG_PACK_SHADED_RANGE_INV, 0.0, 1.0);
} else if (rawValue <= FRAG_PACK_SCATTERING_METALLIC) {
mode = FRAG_MODE_SCATTERING;
metallic = clamp((rawValue - FRAG_PACK_SCATTERING_NON_METALLIC) * FRAG_PACK_SCATTERING_RANGE_INV, 0.0, 1.0);
} else if (rawValue <= FRAG_PACK_LIGHTMAPPED_METALLIC) {
mode = FRAG_MODE_LIGHTMAPPED;
metallic = clamp((rawValue - FRAG_PACK_LIGHTMAPPED_NON_METALLIC) * FRAG_PACK_LIGHTMAPPED_RANGE_INV, 0.0, 1.0);
} else if (rawValue <= FRAG_PACK_SCATTERING_METALLIC) {
mode = FRAG_MODE_SCATTERING;
metallic = clamp((rawValue - FRAG_PACK_SCATTERING_NON_METALLIC) * FRAG_PACK_SCATTERING_RANGE_INV, 0.0, 1.0);
} else if (rawValue >= FRAG_PACK_UNLIT) {
mode = FRAG_MODE_UNLIT;
metallic = 0.0;

View file

@ -73,15 +73,13 @@ DeferredFragment unpackDeferredFragmentNoPosition(vec2 texcoord) {
frag.scattering = specularVal.x;
}
/*
if (frag.metallic <= 0.5) {
frag.metallic = 0.0;
frag.fresnel = vec3(0.03); // Default Di-electric fresnel value
} else {
frag.fresnel = vec3(diffuseVal.xyz);
frag.metallic = 1.0;
}*/
frag.fresnel = mix(vec3(0.03), diffuseVal.xyz, frag.metallic);
}
return frag;
}
@ -109,7 +107,6 @@ DeferredFragment unpackDeferredFragmentNoPositionNoAmbient(vec2 texcoord) {
frag.obscurance = 1.0;
/*
if (frag.metallic <= 0.5) {
frag.metallic = 0.0;
frag.fresnel = vec3(0.03); // Default Di-electric fresnel value
@ -117,8 +114,6 @@ DeferredFragment unpackDeferredFragmentNoPositionNoAmbient(vec2 texcoord) {
frag.fresnel = vec3(diffuseVal.xyz);
frag.metallic = 1.0;
}
*/
frag.fresnel = mix(vec3(0.03), diffuseVal.xyz, frag.metallic);
return frag;
}

View file

@ -135,7 +135,7 @@ float specularDistributionGloss(float gloss2, vec3 normal, vec3 halfDir) {
float ndoth = clamp(dot(halfDir, normal), 0.0, 1.0);
// float gloss2 = pow(0.001 + roughness, 4);
float denom = (ndoth * ndoth*(gloss2 - 1.0) + 1.0);
float power = gloss2 * gloss2 / (3.14159 * denom * denom);
float power = gloss2 / (3.14159 * denom * denom);
return power;
}
<! //NOTE: ANother implementation for specularDistribution

View file

@ -47,15 +47,13 @@ void main(void) {
albedo *= _color;
float metallic = getMaterialMetallic(mat);
/* vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
if (metallic <= 0.5) {
metallic = 0.0;
metallic = 0.0;
} else {
fresnel = albedo;
metallic = 1.0;
fresnel = albedo;
metallic = 1.0;
}
*/
vec3 fresnel = mix(vec3(0.03), albedo, metallic);
float roughness = getMaterialRoughness(mat);
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;

View file

@ -50,15 +50,13 @@ void main(void) {
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
float metallic = getMaterialMetallic(mat);
/* vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
if (metallic <= 0.5) {
metallic = 0.0;
metallic = 0.0;
} else {
fresnel = albedo;
metallic = 1.0;
fresnel = albedo;
metallic = 1.0;
}
*/
vec3 fresnel = mix(vec3(0.03), albedo, metallic);
vec3 emissive = getMaterialEmissive(mat);
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;

View file

@ -50,15 +50,13 @@ void main(void) {
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
float metallic = getMaterialMetallic(mat);
/* vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
if (metallic <= 0.5) {
metallic = 0.0;
metallic = 0.0;
} else {
fresnel = albedo;
metallic = 1.0;
fresnel = albedo;
metallic = 1.0;
}
*/
vec3 fresnel = mix(vec3(0.03), albedo, metallic);
vec3 emissive = getMaterialEmissive(mat);

View file

@ -60,15 +60,13 @@ void main(void) {
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
float metallic = getMaterialMetallic(mat);
/* vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
if (metallic <= 0.5) {
metallic = 0.0;
metallic = 0.0;
} else {
fresnel = albedo;
metallic = 1.0;
fresnel = albedo;
metallic = 1.0;
}
*/
vec3 fresnel = mix(vec3(0.03), albedo, metallic);
vec3 emissive = getMaterialEmissive(mat);
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;

View file

@ -46,15 +46,13 @@ void main(void) {
albedo *= _color;
float metallic = getMaterialMetallic(mat);
/* vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
if (metallic <= 0.5) {
metallic = 0.0;
metallic = 0.0;
} else {
fresnel = albedo;
metallic = 1.0;
fresnel = albedo;
metallic = 1.0;
}
*/
vec3 fresnel = mix(vec3(0.03), albedo, metallic);
float roughness = getMaterialRoughness(mat);
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;

View file

@ -44,15 +44,13 @@ void main(void) {
albedo *= _color;
float metallic = getMaterialMetallic(mat);
/* vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
if (metallic <= 0.5) {
metallic = 0.0;
metallic = 0.0;
} else {
fresnel = albedo;
metallic = 1.0;
fresnel = albedo;
metallic = 1.0;
}
*/
vec3 fresnel = mix(vec3(0.03), albedo, metallic);
float roughness = getMaterialRoughness(mat);
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;