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1: When rendered on both sides, the back cannot be transmitted/refracted
2: When there is transmission/refraction, roughness is affected by opaque texture mipmap
3: transmission/refraction support cubemamp
目前 只计算了出射位置, 并未计算真实距离(距离包括物体与物体之间以及物体与背景之间),所以视角会偏移
4:KHR_materials_specular 对折射会相互影响,重构 specular 算法的时候需要考虑到
5: refraction model 为 Planar 时,理论上永远不会镜像颠倒,是因为计算了direction的结果,但是我们目前没有考虑到出射光方向的精准像素位置,所以会颠倒。
6: absorption compute in shader UI script
The text was updated successfully, but these errors were encountered:
1: When rendered on both sides, the back cannot be transmitted/refracted
![image](https://private-user-images.githubusercontent.com/155431265/398987952-8ca6856a-2a16-44ea-b39a-407291c1558d.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MzkyNjU2NjgsIm5iZiI6MTczOTI2NTM2OCwicGF0aCI6Ii8xNTU0MzEyNjUvMzk4OTg3OTUyLThjYTY4NTZhLTJhMTYtNDRlYS1iMzlhLTQwNzI5MWMxNTU4ZC5wbmc_WC1BbXotQWxnb3JpdGhtPUFXUzQtSE1BQy1TSEEyNTYmWC1BbXotQ3JlZGVudGlhbD1BS0lBVkNPRFlMU0E1M1BRSzRaQSUyRjIwMjUwMjExJTJGdXMtZWFzdC0xJTJGczMlMkZhd3M0X3JlcXVlc3QmWC1BbXotRGF0ZT0yMDI1MDIxMVQwOTE2MDhaJlgtQW16LUV4cGlyZXM9MzAwJlgtQW16LVNpZ25hdHVyZT1kOWYxOGY2MTcxMjZhNzIzOTUxNTA5OTA5ZjJiOGM4MjFlNTIwMzM1YjA5NGUwYjcwMDdhMTY1MDVjMDBmMWNjJlgtQW16LVNpZ25lZEhlYWRlcnM9aG9zdCJ9.j5udJWJQ062V1qQbO4fOKYlgR5uNnm0f_GLu2USQAL4)
2: When there is transmission/refraction, roughness is affected by opaque texture mipmap
3: transmission/refraction support cubemamp
目前 只计算了出射位置, 并未计算真实距离(距离包括物体与物体之间以及物体与背景之间),所以视角会偏移
4:KHR_materials_specular 对折射会相互影响,重构 specular 算法的时候需要考虑到
5: refraction model 为 Planar 时,理论上永远不会镜像颠倒,是因为计算了direction的结果,但是我们目前没有考虑到出射光方向的精准像素位置,所以会颠倒。
6: absorption compute in shader UI script
The text was updated successfully, but these errors were encountered: