Specular BRDF equation and the shader code #8448
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You can refer to Normal distribution function (specular D). Look at (10), we rewrite Then we can rewrite the original BRDF And after further taking the height of the microfacets into account, the formula will eventually become You can refer to surface_brdf.fs for the implementation of this |
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You can refer to Normal distribution function (specular D).
Look at (10), we rewrite$G$ into a newly introduced visibility function $V$ , which absorbs the $4(n\cdot v)(n\cdot l)$ term:
Then we can rewrite the original BRDF$f_r$ into
And after further taking the height of the microfacets into account, the formula will eventually become
You can refer to surface_brdf.fs for the implementation …