$fresnelrangestexture
< Zh
![Icon-broom.png](/w/images/thumb/7/71/Icon-broom.png/40px-Icon-broom.png)
This article is an orphan, meaning that few or no articles link to it.
You can help by
adding links to this article from other relevant articles.
January 2024
You can help by
![Wikipedia icon](/w/images/thumb/9/9a/Wikipedia_icon_small.png/16px-Wikipedia_icon_small.png)
January 2024
fresnelrangestexture 是由几张 1d贴图合并而来的2d 贴图来控制 blinn-phong 高光(specular)与背光(rimlight)的菲涅尔效应(Fresnel term)
- 该贴图的V坐标对应WarpIndex,如果存在$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