using System; using UnityEngine.Rendering; namespace UnityEngine.Rendering.HighDefinition.LTC { struct BRDF_Marschner : IBRDF { public double Eval(ref Vector3 _tsView, ref Vector3 _tsLight, float _alpha, out double _pdf) { // Uniform sampled over a sphere. _pdf = 1f / (4f * Math.PI); return 0f; } public void GetSamplingDirection(ref Vector3 _tsView, float _alpha, float _U1, float _U2, ref Vector3 _direction) { _direction = Vector3.up; } public LTCLightingModel GetLightingModel() { return LTCLightingModel.Marschner; } } }