Physically Based Shader Development for Unity 2017 by Claudia Doppioslash

Physically Based Shader Development for Unity 2017 by Claudia Doppioslash

Author:Claudia Doppioslash
Language: eng
Format: epub
Publisher: Apress, Berkeley, CA


From these assumptions, we can derive this equation, which describes a microfacet specular BRDF:

It’s useful to break it up into components, discussed next.

Fresnel

F(l,h)

This is the amount of light that’s reflected rather than refracted, for a given substance, based on the light angle and normal. We explained Fresnel earlier, and this shows you where its place is within an actual BRDF.

Normal Distribution Function

D(h)

It tells us how many of the microfacets are pointing in the half vector direction, as those are the only ones we care about, because they contribute outgoing light. The distribution function determines the size and shape of the highlights. Some NDFs that you’re likely to encounter are GGX, BlinnPhong, and Beckmann.



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