Gt(x) = 1/(2 π t)^1/2 exp(-x^2 / 2t)

or the Abel-Poisson kernel:

P(θ) = 1 − t^2 / 1 − 2t cos θ + t^2

I really don’t get this thing with Gaussians.

]]>float factor = lerp(1, 0.2, Porosity);

…the diffuse-factor can never be < 0.2 but this also means, that…

lerp(1, factor, 0.5 * WetLevel)

…can't be < 0.2 which again means that…

Gloss = lerp(1.0, Gloss, lerp(1, factor, 0.5 * WetLevel));

…never reaches the original gloss-values, right? Even setting the wetLevel to 0.0 would result in min. factor of 0.2 and therefore the minimum lerp-value would neve be 0.0. Or did I oversee something?

Here's the complete code:

{

float Porosity = tex2D(GreyTextures, uv).g;

// Calc diffuse factor

float factor = lerp(1, 0.2, Porosity);

// Water influence on material BRDF

Diffuse *= lerp(1.0, factor, WetLevel); // Attenuate diffuse

Gloss = lerp(1.0, Gloss, lerp(1, factor, 0.5 * WetLevel));

}

I hope in 2017 one will be able to shoot “and” generate HDI right within Unity.

That way I can use devices such as Hololens, Lenovo Tango, Magic Leap, to capture my environment and generate a Real Time HDR Probe to better integrate my assets into the scene.

I know you will give us this gift 😉

Cheers,

behram