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Added brdfaa
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Engine/Shaders/RayTracingPipeline/lighting.hlsl

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -295,7 +295,7 @@ void LightingPass(inout float3 Color, float3 Pos, float3 Norm, uint Recursion, f
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}
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// Blend reflection using Fresnel (kS)
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float3 specularReflection = (kD * diffuseIBL) + reflectionColor;
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float3 specularReflection = (kD * diffuseIBL) + reflectionColor * (F * brdf.x + brdf.y);
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// Final output
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Color = Lo + specularReflection;

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