add alpha pass
This commit is contained in:
@ -164,7 +164,7 @@ uniform int u_ShadowEnabled;
|
||||
|
||||
struct PBRParameters
|
||||
{
|
||||
vec3 Albedo;
|
||||
vec4 Albedo;
|
||||
float Roughness;
|
||||
float Metalness;
|
||||
vec3 Normal;
|
||||
@ -226,7 +226,7 @@ vec3 ComputeDirectionalLight(DirectionalLight light, vec3 F0, PBRParameters para
|
||||
float G = GeometrySmith(params.Normal, params.View, L, params.Roughness);
|
||||
|
||||
vec3 kd = (1.0 - F) * (1.0 - params.Metalness);
|
||||
vec3 diffuseBRDF = kd * params.Albedo;
|
||||
vec3 diffuseBRDF = kd * params.Albedo.rgb;
|
||||
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * params.NdotV);
|
||||
|
||||
return (diffuseBRDF + specularBRDF) * Lradiance * cosLi;
|
||||
@ -258,7 +258,7 @@ vec3 ComputePointLight(PointLight light, vec3 F0, PBRParameters params, vec3 wor
|
||||
float G = GeometrySmith(params.Normal, params.View, L, params.Roughness);
|
||||
|
||||
vec3 kd = (1.0 - F) * (1.0 - params.Metalness);
|
||||
vec3 diffuseBRDF = kd * params.Albedo;
|
||||
vec3 diffuseBRDF = kd * params.Albedo.rgb;
|
||||
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * params.NdotV);
|
||||
|
||||
return (diffuseBRDF + specularBRDF) * Lradiance * cosLi * attenuation;
|
||||
@ -295,7 +295,7 @@ vec3 ComputeSpotLight(SpotLight light, vec3 F0, PBRParameters params, vec3 world
|
||||
float G = GeometrySmith(params.Normal, params.View, L, params.Roughness);
|
||||
|
||||
vec3 kd = (1.0 - F) * (1.0 - params.Metalness);
|
||||
vec3 diffuseBRDF = kd * params.Albedo;
|
||||
vec3 diffuseBRDF = kd * params.Albedo.rgb;
|
||||
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * params.NdotV);
|
||||
|
||||
return (diffuseBRDF + specularBRDF) * Lradiance * cosLi * attenuation;
|
||||
@ -320,7 +320,7 @@ vec3 Lighting(vec3 F0)
|
||||
float G = GeometrySmith(m_Params.Normal, m_Params.View, Li, m_Params.Roughness);
|
||||
|
||||
vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
|
||||
vec3 diffuseBRDF = kd * m_Params.Albedo;
|
||||
vec3 diffuseBRDF = kd * m_Params.Albedo.rgb;
|
||||
|
||||
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * m_Params.NdotV);
|
||||
|
||||
@ -346,7 +346,7 @@ vec3 IBL(vec3 F0, vec3 Lr)
|
||||
vec3 irradiance = texture(u_EnvIrradianceTex, m_Params.Normal).rgb;
|
||||
vec3 F = fresnelSchlickRoughness(F0, m_Params.NdotV, m_Params.Roughness);
|
||||
vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
|
||||
vec3 diffuseIBL = m_Params.Albedo * irradiance;
|
||||
vec3 diffuseIBL = m_Params.Albedo.rgb * irradiance;
|
||||
|
||||
int u_EnvRadianceTexLevels = textureQueryLevels(u_EnvRadianceTex);
|
||||
vec3 specularIrradiance = textureLod(
|
||||
@ -420,7 +420,7 @@ float ComputeShadow(vec4 fragPosLightSpace, float NdotL)
|
||||
|
||||
void main()
|
||||
{
|
||||
m_Params.Albedo = u_AlbedoTexToggle > 0.5 ? texture(u_AlbedoTexture, vs_Input.TexCoord).rgb : u_AlbedoColor;
|
||||
m_Params.Albedo = u_AlbedoTexToggle > 0.5 ? texture(u_AlbedoTexture, vs_Input.TexCoord) : vec4(u_AlbedoColor, 1.0);
|
||||
m_Params.Metalness = u_MetalnessTexToggle > 0.5 ? texture(u_MetalnessTexture, vs_Input.TexCoord).r : u_Metalness;
|
||||
m_Params.Roughness = u_RoughnessTexToggle > 0.5 ? texture(u_RoughnessTexture, vs_Input.TexCoord).r : u_Roughness;
|
||||
m_Params.Roughness = max(m_Params.Roughness, 0.05);
|
||||
@ -438,7 +438,7 @@ void main()
|
||||
|
||||
vec3 Lr = 2.0 * m_Params.NdotV * m_Params.Normal - m_Params.View;
|
||||
|
||||
vec3 F0 = mix(Fdielectric, m_Params.Albedo, m_Params.Metalness);
|
||||
vec3 F0 = mix(Fdielectric, m_Params.Albedo.rgb, m_Params.Metalness);
|
||||
|
||||
float shadowFactor = 1.0;
|
||||
if (u_ShadowEnabled > 0.5) {
|
||||
|
||||
Reference in New Issue
Block a user