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