Disney Diffuse BRDF
该模型为经验模型,目的是根据材质的roughness表现的不同,平滑的表面更暗一些,粗糙的表面亮一些:
$$f_d = \frac{baseColor}{\pi}(1 + (F_{D90} - 1)(1 - cos\theta_l)^5)(1 + (F_{D90} - 1)(1 - cos\theta_v)^5)$$
$$F_{D90} = 0.5 + 2\times roughness \times cos^2\theta_d$$
1 | float3 diffuse(float roughness, float LdotH, float NdotL, float NdotV, float3 BaseColor) |
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