BRDF equation description
The Rendering Equation and BRDFs – jackminnet (home.blog) Eq.1 Lo = radiance output : vector4 (x,y,z,w) : 0~1 data : radiance calculation Le = emitter BRDF data : one direction only // from center Li = raidance incomming cosθ : light fluctuation calculation ( ex difference of perpendicular and slanted photon area ) dω = object area from the center Cook torrance BRDF https://prooveyourself.tistory.com/6 https://www.shadertoy.com/view/4ljcWm https://en.wikibooks.org/wiki/GLSL_Programming/Unity/Brushed_Metal Faking BRDF CookTorrance equation D(h) : Distribution Function (분포함수) G (l,v,h) : Geometry term (기하 항) light, viewDir, halfVector F(l, h) : Fresnel (half vector) float SchlickFresnel(float4 SpecColor, float3 LightDir, float3 HalfVector) { return SpecColor + (1-SpecColor)*(pow((1 - dot( LightDir, HalfVector )), 5 )); } float k = sqr(_Roughness + 1) / 8; s.Normal = normalize(s.Normal); float NdotV = saturate(dot(s.Normal, viewDir)); float NdotL = sat...