#contents

----

* GetDynamicLighting [#k7f3b590]
記述が無い場合は下記設定
- マテリアル
-- BaseColor : 1.0, 1.0, 1.0
-- Metalic : 0.0
-- Roughtness 1.0
-- Specular : 0.5
- ライト
-- ディフューズライト1灯のみ
-- Intencity : 6.0
-- Color : 0.0, 1.0, 0.0

** 基本パラメーター [#l94a890a]
- Default Lit
&ref(Rendering-DefaultLit.png,,50%);
- GBuffer.DiffuseColor
&ref(Rendering-GBuffer.DeffuseColor.png,,50%);
- GBuffer.SpecularColor
&ref(Rendering-GBuffer.SpecularColor.png,,50%);
- LightColor
&ref(Rendering-LightColor.png,,50%);

** ライティングフロー [#x1bcecfc]
- SurfaceLighting
#code(C,nonumber,nomenu){{
float3 SurfaceLighting = SurfaceShading(GBuffer, LobeRoughness, LobeEnergy, L, V, N, Random);
}}
&ref(Rendering-SurfaceLighting.png,,50%);

-- SurfaceShadingの中身
#code(C,nonumber,nomenu){{
float3 StandardShading( float3 DiffuseColor, float3 SpecularColor, float3 LobeRoughness, float3 LobeEnergy, float3 L, float3 V, half3 N )
{
	float3 H = normalize(V + L);
	float NoL = saturate( dot(N, L) );
	float NoV = saturate( abs( dot(N, V) ) + 1e-5 );
	float NoH = saturate( dot(N, H) );
	float VoH = saturate( dot(V, H) );
	
	// Generalized microfacet specular
	float D = D_GGX( LobeRoughness[1], NoH ) * LobeEnergy[1];
	float Vis = Vis_SmithJointApprox( LobeRoughness[1], NoV, NoL );
	float3 F = F_Schlick( SpecularColor, VoH );

	float3 Diffuse = Diffuse_Lambert( DiffuseColor );
	//float3 Diffuse = Diffuse_Burley( DiffuseColor, LobeRoughness[1], NoV, NoL, VoH );
	//float3 Diffuse = Diffuse_OrenNayar( DiffuseColor, LobeRoughness[1], NoV, NoL, VoH );

	return Diffuse * LobeEnergy[2] + (D * Vis) * F;
}
}}
+++ Diffuse * LobeEnergy[2] = x
&ref(Rendering-SurfaceLighting-Diffuse.png,,50%); * &ref(Rendering-SurfaceLighting-LobeEnegy[2].png,,50%); = &ref(Rendering-SurfaceLighting-Diffuse-x-LobeEnegy[2].png,,50%);
+++ (D * Vis) * F = y
(&ref(Rendering-SurfaceLighting-D(Roughness_1.0).png,,50%); * &ref(Rendering-SurfaceLighting-Vis(Roughness_1.0).png,,50%); ) * &ref(Rendering-SurfaceLighting-F.png,,50%); = &ref(Rendering-SurfaceLighting-(D-x-Vis)-x-F.png,,50%);
+++ x + y = return
&ref(Rendering-SurfaceLighting-Diffuse-x-LobeEnegy[2].png,,50%); + &ref(Rendering-SurfaceLighting-(D-x-Vis)-x-F.png,,50%); = &ref(Rendering-SurfaceLighting.png,,50%);
---- 
Roughness = 0.0の時
+++ Diffuse * LobeEnergy[2] = x
&ref(Rendering-SurfaceLighting-Diffuse.png,,50%); * &ref(Rendering-SurfaceLighting-LobeEnegy[2](Roughtness_0.0).png,,50%); = &ref(Rendering-SurfaceLighting-Diffuse-x-LobeEnegy[2](Roughtness_0.0).png,,50%);
+++ (D * Vis) * F = y
(&ref(Rendering-SurfaceLighting-D(Roughness_0.0).png,,50%); * &ref(Rendering-SurfaceLighting-Vis(Roughness_0.0).png,,50%); ) * &ref(Rendering-SurfaceLighting-F.png,,50%); = &ref(Rendering-SurfaceLighting-(D-x-Vis)-x-F(Roughtness_0.0).png,,50%);
+++ x + y = return
&ref(Rendering-SurfaceLighting-Diffuse-x-LobeEnegy[2](Roughtness_0.0).png,,50%); + &ref(Rendering-SurfaceLighting-(D-x-Vis)-x-F.png,,50%); = &ref(Rendering-SurfaceLighting(Roughtness_0.0).png,,50%);

---- 

- ライトカラーとの合成
#code(C,nonumber,nomenu){{
LightAccumulator_Add(LightAccumulator, SurfaceLighting, (1.0/PI), LightColor * (NoL * SurfaceAttenuation), bNeedsSeparateSubsurfaceLightAccumulation);
}}
-- (NoL * SurfaceAttenuation) = 
&ref(Rendering-NoL.png,,50%); * &ref(Rendering-SurfaceAttenuation.png,,50%); = &ref(Rendering-NoL-x-SurfaceAttenuation.png,,50%);
-- LightColor * (NoL * SurfaceAttenuation) = 
&ref(Rendering-LightColor.png,,50%); * &ref(Rendering-NoL-x-SurfaceAttenuation.png,,50%); = &ref(Rendering-LightColor-x-(NoL-x-SurfaceAttenuation).png,,50%);

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