五个问答题¶
1.补全Shader: (1)菲涅尔函数Fresnel__Schilick,其中F0为基础反射率
vec3 F0 = vec3(0.04);
//金属介质,反射率应该提升
F0 = mix(F0, surfaceColor.rgb, metalness);
vec3 fresnelSchlick(float cosTheta, vec3 F0)
{
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}
vec3 fresnelSchlick(float specularColor, float3 h,float3 v)
{
return specularColor + (1.0 - specularColor) * ???:
}
vec3 fresnelSchlick(float specularColor, float3 h,float3 v)
{
return specularColor + (1.0 - specularColor) * pow(1-dot(h,v),5):
}
(2)