修渲染两处:透明段剔除背面(闭合体正反面乱序 over 混合=深度错乱,单面玻璃 UE/Unity 语义);prefilter mip0 128→256(roughness 0 镜面反射块状马赛克)

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2026-10-08 23:50:11 +08:00
parent c43adc339d
commit 235482733c
2 changed files with 8 additions and 1 deletions
+3 -1
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@@ -32,7 +32,9 @@ namespace Engine
{
constexpr u32 kFaceCount = 6;
constexpr u32 kIrradianceFaceSize = 32; // 漫反射辐照度面边长(低频)
constexpr u32 kPrefilterFaceSize = 128; // pre-filter 面边长(mip0)
// pre-filter 面边长(mip0):roughness→0 的镜面反射采 mip0,
// 128²/面放大到全屏 = 块状马赛克;256 = 无 SSR 时的清晰度底线
constexpr u32 kPrefilterFaceSize = 256;
constexpr u32 kPrefilterMips = 5; // mip 分级 roughness 数
constexpr u32 kBrdfLutSize = 128; // BRDF LUT 边长
constexpr u32 kGroupSize = 8; // compute local_size(shader 同步)