PBS: IBL in UE4
Hello there, while reading the slide on Siggraph 2013 - Real Shading in UE4, I had a question about coordinate system of 2D LUT(part. IBL- Environment BRDF). According to what I understand, that image was not texture coordinate. So in order to use that texture I must convert it to texture coordinate. Hence, is it the right way to translate the 2D LUT image into vertical and apply tex2D(LUT, float2(Roughness, NdotV).r code?
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