public Vector3 Compute(Vector3 f0)
 {
     return(BrdfMicrofacet.FresnelSchlick(f0, MaterialPixelShadingStream.LDotH));
 }
 public float Compute()
 {
     return(BrdfMicrofacet.VisibilitySmithSchlickGgx(MaterialPixelStream.AlphaRoughness, LightStream.NDotL, MaterialPixelStream.NDotV));
 }
예제 #3
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 public float Compute()
 {
     return(BrdfMicrofacet.NormalDistributionGgx(MaterialPixelStream.AlphaRoughness, MaterialPixelShadingStream.NDotH));
 }