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#ActualMJP

Posted 24 February 2013 - 09:20 PM

Shaders do need NdotL.  Division by PI should be precalculated and sent to the shader—IE the light values the shader receives should already have been divided by PI.

 

I don't really agree with that as general-case advice...it only makes sense for BRDF's that have a 1/pi term in them which isn't always the case.


#1MJP

Posted 24 February 2013 - 09:15 PM

Shaders do need NdotL.  Division by PI should be precalculated and sent to the shader—IE the light values the shader receives should already have been divided by PI.

 

For most BRDF's there's no advantage to "baking" the 1/pi into your light intensity, since you will just end up multiplying the specular by pi to compensate.


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