im having problem with my custom Shading Model.
i creating toon Shading model, and after using it on the model it has lighting artifacts on it
this is the HLSL code of the BxDF
BxDF.txt (1.3 KB)
im having problem with my custom Shading Model.
i creating toon Shading model, and after using it on the model it has lighting artifacts on it
this is the HLSL code of the BxDF
BxDF.txt (1.3 KB)
It seems that those dirty pixels is from Shadow(Shadow Map).
Check these codes in DeferredLightingCommon.ush in Function FLightAccumulator AccumulateDynamicLighting(…)
BRANCH
if( Shadow.SurfaceShadow + Shadow.TransmissionShadow > 0 )
{
…
}
So only pixels that are not totally-Shadowed will run your BxDF logic.
And the reason why your Shading Model happens this issue is that other SM’s NoL is smooth value and works well with shadow, while your NoL is a step.