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https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_iridescence
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@14.0/manual/Material-Type.html
https://github.com/BabylonJS/Babylon.js/blob/baf64330206f50880ae5bc874affbfd0f85f67ea/packages/dev/core/src/Shaders/ShadersInclude/pbrBRDFFunctions.fx#L188 uniform 和 gltf2.0一一对应
https://threejs.org/examples/#webgl_loader_gltf_iridescence
目前我们已有的: basetexture 对应 薄膜干涉颜色纹理,iridescence 对应 强度,iridescent ior 对应 折射率,厚度仅输出了 iridescence Thickness 需要增加的: 针对gltf2.0的标准补充 薄膜干涉厚度纹理,薄膜干涉最小厚度,薄膜干涉最大厚度
The text was updated successfully, but these errors were encountered:
贴一下 glTF 标准的地址:https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_iridescence
Sorry, something went wrong.
pow 和 square 这个不算差异,只是语法不同
调研一下这个默认参数,折射率1.3,厚度400,有什么讲究没,我看我们目前是2和0.1,相差有点大
hhhhkrx
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GLTF
https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_iridescence
UNITY HDRP
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@14.0/manual/Material-Type.html
Babylon
https://github.com/BabylonJS/Babylon.js/blob/baf64330206f50880ae5bc874affbfd0f85f67ea/packages/dev/core/src/Shaders/ShadersInclude/pbrBRDFFunctions.fx#L188
uniform 和 gltf2.0一一对应
three.js
https://threejs.org/examples/#webgl_loader_gltf_iridescence
技术对比
总结
方案
目前我们已有的:
basetexture 对应 薄膜干涉颜色纹理,iridescence 对应 强度,iridescent ior 对应 折射率,厚度仅输出了 iridescence Thickness
需要增加的:
针对gltf2.0的标准补充 薄膜干涉厚度纹理,薄膜干涉最小厚度,薄膜干涉最大厚度
The text was updated successfully, but these errors were encountered: