镜面反射在 G 项会产生能量损失,金属度高的时候镜面反射大。粗糙度高的时候能量损失大。所以在粗糙金属时能量损失最大。使用能量补偿 energy compensation 来弥补损失。
4.8 Parameterization
参数化
Parameter
Definition
BaseColor
Diffuse albedo for non-metallic surfaces, and specular color for metallic surfaces
Metallic
Whether a surface appears to be dielectric (0.0) or conductor (1.0). Often used as a binary value (0 or 1)
Roughness
Perceived smoothness (0.0) or roughness (1.0) of a surface. Smooth surfaces exhibit sharp reflections
Reflectance
Fresnel reflectance at normal incidence for dielectric surfaces. This replaces an explicit index of refraction
Emissive
Additional diffuse albedo to simulate emissive surfaces (such as neons, etc.) This parameter is mostly useful in an HDR pipeline with a bloom pass
Ambient occlusion
Defines how much of the ambient light is accessible to a surface point. It is a per-pixel shadowing factor between 0.0 and 1.0.
This parameter will be discussed in more details in thelighting section
4.8.2 类型和取值范围
Parameter
Type and range
BaseColor
Linear RGB [0..1]
Metallic
Scalar [0..1]
Roughness
Scalar [0..1]
Reflectance
Scalar [0..1]
Emissive
Linear RGB [0..1] + exposure compensation
Ambient occlusion
Scalar [0..1]
metallic, roughness and reflectance parameters affect the appearance of a surface.