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PBR Review #444
PBR Review #444
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@@ -7,10 +7,10 @@ vec3 FresnelSchlick(float cosTheta, vec3 F0) { | |||
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// Distribution | |||
float DistributionGGX(float NdotH, float rough) { |
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Maybe we can consider to support different kinds of GGX.
Try to compare dds to see the difference? Or keep a source image file for debug purpose (for example, .tga). |
Old: |
🤔Interesting findings. Why an approximation is the good one? I will have a look at it. |
Here is a LUT_GGX from khronos group's gltf viewer project. Need to flip y due to axis system difference. More similar to new.png by using compare tool: But seems more accurate than new.png if you take a look at the left-bottom green part. So maybe we should copy the lut texture from gltf viewer? To understand these three luts' difference, should write a generate tool by ourselves. |
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