光照方程

lightResult= ambientLight * diffuseColor + lightColor * diffuseColor * defficusefactor + lightColor * specularColor*(specularFactor)glossvalue

      + lightColor2 * diffuseColor * defficusefactor + lightColor2 * specularColor*(specularFactor)glossvalue

texture 是反射率 diffuseColor也是

AO的半球和brdf的半球都是所有入射光组成的球面

ao只考虑环境光 并且各个方向相同。

shadow*(diffuse+specular)

原文地址:https://www.cnblogs.com/minggoddess/p/3890855.html