Fix D_GGX code which can cause divide-by-zero val
When given roughness is lower than 0.01, d value in original code will be zero. This can make last return value as NAN because of divide-by-zero. This is well addressed in issue #56373. Modified code is referenced on D_GGX function of google/filament (https://github.com/google/filament/blob/main/shaders/src/brdf.fs#L54-L79) Signed-off-by: snowapril <sinjihng@gmail.com>
This commit is contained in:
parent
7a454842d4
commit
b6f72f2b4a
|
@ -1,9 +1,9 @@
|
|||
// Functions related to lighting
|
||||
|
||||
float D_GGX(float cos_theta_m, float alpha) {
|
||||
float alpha2 = alpha * alpha;
|
||||
float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m;
|
||||
return alpha2 / (M_PI * d * d);
|
||||
float a = cos_theta_m * alpha;
|
||||
float k = alpha / (1.0 - cos_theta_m * cos_theta_m + a * a);
|
||||
return k * k * (1.0 / M_PI);
|
||||
}
|
||||
|
||||
// From Earl Hammon, Jr. "PBR Diffuse Lighting for GGX+Smith Microsurfaces" https://www.gdcvault.com/play/1024478/PBR-Diffuse-Lighting-for-GGX
|
||||
|
|
Loading…
Reference in New Issue