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Enhancement Shader API #286
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WalkthroughThe recent changes to the shader files primarily focus on enhancing the handling of indirect lighting through light probes. Several outdated functions related to specular calculations have been removed from Changes
Sequence Diagram(s)sequenceDiagram
participant User
participant Shader
participant LightProbe
User->>Shader: Request rendering
Shader->>LightProbe: Query light probe radiance
LightProbe->>Shader: Return radiance data
Shader->>User: Render output with lighting
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Actionable comments posted: 0
Review details
Configuration used: CodeRabbit UI
Review profile: CHILL
Files selected for processing (3)
- packages/shaderlab/src/shaders/shadingPBR/LightIndirectPBR.glsl (2 hunks)
- packages/shaderlab/src/shaders/shadingPBR/LightProbe.glsl (1 hunks)
- packages/shaderlab/src/shaders/shadingPBR/index.ts (2 hunks)
Additional comments not posted (13)
packages/shaderlab/src/shaders/shadingPBR/index.ts (2)
3-3
: LGTM! Import statement aligns with the modular approach.The import of
LightProbe
from./LightProbe.glsl
is appropriate and aligns with the modular approach to enhance maintainability.
21-21
: LGTM! Export array entry correctly includes LightProbe.The addition of
{ source: LightProbe, includeKey: "LightProbe.glsl" }
in the export array ensures that theLightProbe
module is included in the shader pipeline.packages/shaderlab/src/shaders/shadingPBR/LightProbe.glsl (5)
1-21
: LGTM! Preprocessor directives and envBRDFApprox function are correct.The preprocessor directives ensure that the shader code is included only once. The
envBRDFApprox
function correctly approximates the environment BRDF for GGX on mobile.
24-32
: LGTM! getReflectedVector function is correct.The
getReflectedVector
function correctly handles anisotropy and returns the reflected vector.
34-36
: LGTM! getSpecularMIPLevel function is correct.The
getSpecularMIPLevel
function correctly calculates the MIP level for specular reflection.
38-69
: LGTM! getLightProbeRadiance function is correct.The
getLightProbeRadiance
function correctly retrieves radiance from light probes, handling various conditions such as specular environment, texture LOD, and color space.
71-71
: LGTM! #endif directive is correct.The
#endif
directive correctly ends the preprocessor conditional started with#ifndef LIGHT_PROBE
.packages/shaderlab/src/shaders/shadingPBR/LightIndirectPBR.glsl (6)
18-18
: LGTM! Include directive is correct.The
#include "LightProbe.glsl"
directive is necessary to incorporate the functionalities defined inLightProbe.glsl
.
Line range hint
22-35
:
LGTM! getLightProbeIrradiance function is correct.The
getLightProbeIrradiance
function correctly calculates irradiance using spherical harmonics, ensuring proper lighting effects.
Line range hint
38-50
:
LGTM! evaluateDiffuseIBL function is correct.The
evaluateDiffuseIBL
function correctly evaluates diffuse image-based lighting (IBL), handling different conditions such as spherical harmonics and color space.
Line range hint
52-62
:
LGTM! evaluateClearCoatIBL function is correct.The
evaluateClearCoatIBL
function correctly evaluates clear coat image-based lighting (IBL), ensuring proper lighting effects for materials with clear coat.
Line range hint
64-72
:
LGTM! evaluateSpecularIBL function is correct.The
evaluateSpecularIBL
function correctly evaluates specular image-based lighting (IBL), ensuring proper lighting effects for materials with specular reflection.
Line range hint
74-88
:
LGTM! evaluateIBL function is correct.The
evaluateIBL
function correctly evaluates image-based lighting (IBL) by combining diffuse, clear coat, and specular components, ensuring comprehensive lighting effects.
Please check if the PR fulfills these requirements
What kind of change does this PR introduce? (Bug fix, feature, docs update, ...)
What is the current behavior? (You can also link to an open issue here)
What is the new behavior (if this is a feature change)?
Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?)
Other information:
Summary by CodeRabbit
New Features
Bug Fixes
Documentation