add alpha pass

This commit is contained in:
2026-04-13 20:50:13 +08:00
parent f53d9134aa
commit 5058d6a3a9
2 changed files with 18 additions and 17 deletions

View File

@ -151,7 +151,7 @@ uniform int u_ShadowEnabled;
struct PBRParameters
{
vec3 Albedo;
vec4 Albedo;
float Roughness;
float Metalness;
vec3 Normal;
@ -213,7 +213,7 @@ 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;
@ -245,7 +245,7 @@ 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;
@ -282,7 +282,7 @@ 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;
@ -305,7 +305,7 @@ 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);
@ -331,7 +331,7 @@ 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(
@ -405,7 +405,7 @@ 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, 1.0f);
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);
@ -423,7 +423,7 @@ 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);
// Shadow
float shadowFactor = 1.0;
@ -453,7 +453,8 @@ void main()
vec3 iblContribution = IBL(F0, Lr) * u_IBLContribution;
color = vec4(lightContribution + iblContribution, 1.0);
color = vec4(lightContribution + iblContribution, m_Params.Albedo.a);
// Bloom
float brightness = dot(color.rgb, vec3(0.2126, 0.7152, 0.0722));