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Image based lighting local probe system - first commit. - #3660
scratchyrice wants to merge 6 commits into
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scratchyrice
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Jul 1, 2026
- Update to CookTorrance AO.
- Addition of local probes to IBL SRS (Example will follow when I can - I need to convert my in-engine system over to an ogre example).
- Addition of local probes to IBL GLSL.
Updated D3D11 Mip map generation flag - will now only automatically generate mipmaps when TU_AUTOMIPMAP is set.
IBL can now accept seperate diffuse and specular textures.
AO Added to PBR pipeline on R channel in MR texture.
- Update to CookTorrance AO. - Addition of local probes to IBL SRS (Example will follow when I can - I need to convert my in-engine system over to an ogre example). - Addition of local probes to IBL GLSL.
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resolveParameter(GCT_FLOAT4, GPV_GLOBAL, -1, "IBL_LocalProbe", 12) to make it an vec4 array for easier handling
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Will do. Much cleaner. Didn't know you could do this. Want to extend it to up to 10 probes for large single mesh's - this approach would make it cleaner.
| //Compute AO | ||
| float visibility = 1.0; | ||
| visibility *= computeMicroShadowing(NoL, pixel.ao); | ||
| //AO / micro shadowing |
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please rebase on master. I corrected the AO computation there
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Sorry, didn't realise. Will do.
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pre-multiply the sh by the weights as filament does:
https://github.com/google/filament/blob/b22899f5b2ab1c617c4ddf6a57145f789fa665bc/filament/src/details/IndirectLight.cpp#L75
