acron.shading¶
The split-sum DFG lookup table of the PBR shader, generated on the CPU. |
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The image-based light of the PBR shader: an environment's radiance, prefiltered for GGX, and its irradiance as spherical harmonics. |
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The photometric convention of the PBR shader, and helpers to follow it. |
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What lights a PBR surface besides Acron's lights: the code behind the fixed contract pbr.frag calls (ctx_begin, ctx_key_light, ctx_irradiance, ctx_radiance, ctx_ambient_visibility, ctx_finish, ctx_write_outputs; see the module manual), the defines and named sources it is compiled with, and the shader inputs it reads. |
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What one PBR shader permutation does: the part of a |
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The parameters of a physically based surface, shaped after glTF 2.0's metallic-roughness model and its KHR_materials_ior, KHR_materials_specular, KHR_materials_emissive_strength and KHR_materials_unlit extensions. |
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Puts a |
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The smallest complete PBR frame, for a game without the frame pipeline: the scene drawn by |
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Turns a |
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A |
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The exposure of a physical camera: aperture (f-number N), shutter time t in seconds and sensitivity S (ISO), after Lagarde and de Rousiers, "Moving Frostbite to PBR" (SIGGRAPH 2014), section 5.1: |
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Named GLSL sources, and the #include resolver that assembles them. |
Global Functions