playcanvas / playcanvas/engine

Investigate using LUTs instead of calculating sheen weights in shader

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area: graphics performance
Dominant language
JavaScript
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Description

Description

PR #4460 adds sheen to the standard material. The glTF reference implementation uses two LUTs for the BRDFs, one to weight the underlying layers, and one to weight the reflections. Currently, the weight used to blend the layers is a constant value, which is fine, but the weight used for the environment reflections is more costly, as it's currently done in an analytical manner.

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First steps

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  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by reviewing PR #4460 and the standard material's sheen shader changes, then compare them with the glTF reference implementation's two BRDF LUTs. Determine whether the environment-reflection weight can use a LUT instead of its analytical calculation, and validate that the sheen layering and reflections still match the reference behavior.

Written by the indexing model from the issue text.

Assessment

Tech stack
javascript
Domain
computer-graphics, performance
Issue type
Refactor
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
30/100

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