Zh/$fresnelrangestexture: Difference between revisions
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{{otherlang2 | {{otherlang2 | ||
| title = $fresnelrangestexture | |||
| en = $fresnelrangestexture | | en = $fresnelrangestexture | ||
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Revision as of 13:42, 22 March 2021
fresnelrangestexture 是由几张 1d贴图合并而来的2d 贴图来控制 blinn-phong 高光(specular)与背光(rimlight)的菲涅尔效应(Fresnel term)
- 该贴图的V坐标对应WarpIndex,如果存在$masks1的alpha通道,则可以通过alpha控制WarpIndex来选取不同的菲涅尔映射
- 该贴图的U坐标对应对Fresnel数值的映射关系(Fresnel的强度对应U的坐标数值
当存在 $fresnelrangestexture 时 $phongfresnelranges 无效
菲涅尔(Fresnel)会强制使用 归一化的 VdotN 作为恒定的采样值以映射fresnelrangestexture
fresnelrangestexture由rgb三个通道构成
- 通道R:无作用
- 通道G:采样后,重新映射VdotN,获得最终blinn-phong 高光(specular)的Fresnel遮罩
- 通道B:采样后,与$masks1的RimMask(R通道)相乘获得 AmbientReflection(与环境相关的rimlight)的 Fresnel遮罩