Hi, as I'm rewriting some old stuff, I had a look at this thread and it seams really good. I might go for GGX specular soon.
But I have a stupid question I guess, I was wondering about that line:
float3 l_diffuse = in_diffuse * PI_INV * NdotL;
Is it standard now to multiply by (1/pi) for the lambert term ? And also if I go for this model, is it applicable for directional, point and spot lights ? Or just for a specific one ?
Also as this is going to be way darker, I assume it HAS to be used with GGX specular to compensate, am I right ?
Edit:
Got more questions now... How would one go from the old normal material model to this new one ? Like for specular I was using a specular colour with rgb and "a" was the specular factor. Specular power was also known as material shininess.
Now we are left with the roughness which I suppose is correlated with the old shininess. And F0 which I'm guessing is what I had in the specular colour but this is pure speculation. Is there a way to transform one to another ?
Cheers