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Irradiance-only shading

    This is the documentation for Enlighten.

    Irradiance-only shading

    Nov 21, 2019


    If the only output from Enlighten is the irradiance texture, then the indirect lighting computation is very simple; the intensity will not vary with the normal of the pixel, so all you have to do is read from a texture:

        float3 GetIrradiance(float2 uv, float3 normal)
        {
             return tex2D(g_IrradianceSampler, uv).xyz;
        }
    

    However, the irradiance value can be augmented with extra data as in the following sections.

    Here, simple irradiance decoding for FP16 textures is assumed; when using LRB format, the decoding is slightly more complicated. See Output formats.

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    Enlighten SDK 3.10 Documentation
    Results will update as you type.
    • Welcome to Enlighten
    • How Enlighten works
    • Artist workflow
    • Install Enlighten
    • Libraries
    • Implementation guide
    • Technical reference
      • Output formats
      • Albedo handling
      • Lightmap lighting models
        • Directional irradiance
        • Irradiance with skylight
        • Irradiance-only shading
      • Light probe evaluation
      • Local IBL reflections
      • Light visibility data
      • Custom direct lights
      • Precompute pipeline
      • Low level precompute API
      • Debugging the precompute
      • The low level runtime
      • Baked lighting
      • Performance tuning
      • Technical troubleshooting
      • Terrain LOD
      • Probe LOD
      • Lightmap LOD
    • Advanced techniques
    • Tools
    • Enlighten Mobile
    • White papers
    • Third-party licences
    • Release notes
      Calendars

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