claude-code-arcane 1.0.0

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Files changed (1778) hide show
  1. package/CHANGELOG.md +100 -0
  2. package/LICENSE +26 -0
  3. package/README.md +372 -0
  4. package/agents/ai/ai-architect.md +80 -0
  5. package/agents/ai/data-engineer.md +66 -0
  6. package/agents/ai/data-scientist.md +58 -0
  7. package/agents/ai/ml-engineer.md +61 -0
  8. package/agents/business/business-ops-lead.md +64 -0
  9. package/agents/business/financial-analyst.md +62 -0
  10. package/agents/business/sales-engineer.md +74 -0
  11. package/agents/clevel/ceo-advisor.md +64 -0
  12. package/agents/clevel/cfo-advisor.md +63 -0
  13. package/agents/clevel/chief-of-staff.md +60 -0
  14. package/agents/clevel/cmo-advisor.md +67 -0
  15. package/agents/clevel/coo-advisor.md +79 -0
  16. package/agents/clevel/cto-advisor.md +72 -0
  17. package/agents/devops/cloud-architect.md +52 -0
  18. package/agents/devops/platform-lead.md +72 -0
  19. package/agents/devops/sre-lead.md +100 -0
  20. package/agents/engineering/android-engineer.md +78 -0
  21. package/agents/engineering/backend-architect.md +127 -0
  22. package/agents/engineering/database-architect.md +138 -0
  23. package/agents/engineering/flutter-engineer.md +75 -0
  24. package/agents/engineering/frontend-architect.md +138 -0
  25. package/agents/engineering/go-engineer.md +102 -0
  26. package/agents/engineering/ios-engineer.md +76 -0
  27. package/agents/engineering/node-engineer.md +107 -0
  28. package/agents/engineering/react-engineer.md +109 -0
  29. package/agents/engineering/react-native-engineer.md +112 -0
  30. package/agents/engineering/sql-specialist.md +106 -0
  31. package/agents/game/accessibility-specialist.md +150 -0
  32. package/agents/game/ai-programmer.md +95 -0
  33. package/agents/game/analytics-engineer.md +101 -0
  34. package/agents/game/art-director.md +64 -0
  35. package/agents/game/economy-designer.md +143 -0
  36. package/agents/game/game-designer.md +70 -0
  37. package/agents/game/gameplay-programmer.md +133 -0
  38. package/agents/game/lead-programmer.md +62 -0
  39. package/agents/game/level-designer.md +115 -0
  40. package/agents/game/live-ops-designer.md +184 -0
  41. package/agents/game/narrative-director.md +60 -0
  42. package/agents/game/network-programmer.md +98 -0
  43. package/agents/game/performance-analyst.md +112 -0
  44. package/agents/game/qa-lead.md +65 -0
  45. package/agents/game/qa-tester-gamedev.md +230 -0
  46. package/agents/game/release-manager.md +65 -0
  47. package/agents/game/sound-designer.md +85 -0
  48. package/agents/game/systems-designer.md +157 -0
  49. package/agents/game/technical-artist.md +108 -0
  50. package/agents/game/technical-director.md +74 -0
  51. package/agents/game/ue-replication-specialist.md +143 -0
  52. package/agents/game/unity-shader-specialist.md +178 -0
  53. package/agents/game/unity-specialist.md +184 -0
  54. package/agents/game/unreal-specialist.md +172 -0
  55. package/agents/game/ux-designer.md +112 -0
  56. package/agents/game/world-builder.md +111 -0
  57. package/agents/game/writer.md +104 -0
  58. package/agents/integrations/api-tools-specialist.md +209 -0
  59. package/agents/integrations/comms-tools-specialist.md +159 -0
  60. package/agents/integrations/design-tools-specialist.md +129 -0
  61. package/agents/integrations/docs-tools-specialist.md +116 -0
  62. package/agents/integrations/integrations-architect.md +144 -0
  63. package/agents/integrations/project-tools-specialist.md +129 -0
  64. package/agents/management/delivery-manager.md +105 -0
  65. package/agents/management/program-director.md +55 -0
  66. package/agents/management/project-manager.md +126 -0
  67. package/agents/management/scrum-master.md +96 -0
  68. package/agents/marketing/content-lead.md +74 -0
  69. package/agents/marketing/growth-lead.md +72 -0
  70. package/agents/marketing/marketing-analyst.md +89 -0
  71. package/agents/marketing/marketing-director.md +75 -0
  72. package/agents/marketing/seo-lead.md +80 -0
  73. package/agents/product/chief-product-officer.md +79 -0
  74. package/agents/product/design-system-lead.md +76 -0
  75. package/agents/product/product-manager.md +132 -0
  76. package/agents/product/ui-lead.md +73 -0
  77. package/agents/product/ux-lead.md +103 -0
  78. package/agents/quality/qa-director.md +121 -0
  79. package/agents/quality/qa-engineer.md +92 -0
  80. package/agents/quality/security-architect.md +144 -0
  81. package/agents/regulatory/compliance-officer.md +88 -0
  82. package/agents/regulatory/quality-manager.md +90 -0
  83. package/agents/regulatory/regulatory-director.md +92 -0
  84. package/agents/visualnovel/vn-comfyui-artist.md +91 -0
  85. package/agents/visualnovel/vn-narrative-director.md +86 -0
  86. package/agents/visualnovel/vn-producer.md +108 -0
  87. package/agents/visualnovel/vn-renpy-developer.md +118 -0
  88. package/agents/visualnovel/vn-scene-director.md +98 -0
  89. package/agents/visualnovel/vn-ui-designer.md +97 -0
  90. package/dist/cli.js +2352 -0
  91. package/docs/SKILLS-CATALOG.md +457 -0
  92. package/docs/USER-GUIDE.md +543 -0
  93. package/docs/agent-hierarchy.md +133 -0
  94. package/docs/coding-standards.md +135 -0
  95. package/docs/collaborative-design.md +439 -0
  96. package/docs/context-management.md +200 -0
  97. package/docs/coordination-rules.md +164 -0
  98. package/docs/directory-structure.md +156 -0
  99. package/docs/division-structure.md +135 -0
  100. package/docs/gamedev/coding-standards.md +184 -0
  101. package/docs/gates/README.md +169 -0
  102. package/docs/gates/gamedev-gates.md +509 -0
  103. package/docs/gates/software-gates.md +449 -0
  104. package/docs/software/coding-standards.md +165 -0
  105. package/docs/technical-preferences.md +61 -0
  106. package/docs/templates/accessibility-requirements.md +331 -0
  107. package/docs/templates/architecture-decision-record.md +177 -0
  108. package/docs/templates/architecture-doc-from-code.md +266 -0
  109. package/docs/templates/architecture-traceability.md +101 -0
  110. package/docs/templates/changelog-template.md +62 -0
  111. package/docs/templates/collaborative-protocols/design-agent-protocol.md +157 -0
  112. package/docs/templates/collaborative-protocols/implementation-agent-protocol.md +160 -0
  113. package/docs/templates/collaborative-protocols/leadership-agent-protocol.md +181 -0
  114. package/docs/templates/design-doc-from-implementation.md +204 -0
  115. package/docs/templates/incident-response.md +135 -0
  116. package/docs/templates/interaction-pattern-library.md +1089 -0
  117. package/docs/templates/milestone-definition.md +79 -0
  118. package/docs/templates/post-mortem.md +69 -0
  119. package/docs/templates/prd.md +222 -0
  120. package/docs/templates/project-stage-report.md +218 -0
  121. package/docs/templates/release-checklist-template.md +125 -0
  122. package/docs/templates/release-notes.md +103 -0
  123. package/docs/templates/rfc.md +256 -0
  124. package/docs/templates/risk-register-entry.md +58 -0
  125. package/docs/templates/skill-test-spec.md +96 -0
  126. package/docs/templates/sprint-plan.md +75 -0
  127. package/docs/templates/technical-design-document.md +98 -0
  128. package/docs/templates/test-evidence.md +86 -0
  129. package/docs/templates/test-plan.md +151 -0
  130. package/docs/templates/ux-spec.md +544 -0
  131. package/hooks/check-update.sh +82 -0
  132. package/hooks/detect-division.sh +28 -0
  133. package/hooks/detect-gaps.sh +230 -0
  134. package/hooks/log-agent-stop.sh +7 -0
  135. package/hooks/log-agent.sh +7 -0
  136. package/hooks/notify.sh +7 -0
  137. package/hooks/post-compact.sh +7 -0
  138. package/hooks/pre-compact.sh +7 -0
  139. package/hooks/session-start.sh +78 -0
  140. package/hooks/session-stop.sh +7 -0
  141. package/hooks/statusline.sh +98 -0
  142. package/hooks/validate-assets.sh +10 -0
  143. package/hooks/validate-commit.sh +24 -0
  144. package/hooks/validate-push.sh +21 -0
  145. package/hooks/validate-secrets.sh +23 -0
  146. package/hooks/validate-skill-change.sh +19 -0
  147. package/package.json +63 -0
  148. package/profiles/agile.yaml +60 -0
  149. package/profiles/ai.yaml +27 -0
  150. package/profiles/android-native.yaml +36 -0
  151. package/profiles/backend-go.yaml +56 -0
  152. package/profiles/backend-ts.yaml +59 -0
  153. package/profiles/business.yaml +24 -0
  154. package/profiles/clevel.yaml +48 -0
  155. package/profiles/clickup.yaml +21 -0
  156. package/profiles/core.yaml +83 -0
  157. package/profiles/database.yaml +28 -0
  158. package/profiles/design.yaml +30 -0
  159. package/profiles/docs.yaml +31 -0
  160. package/profiles/finance.yaml +23 -0
  161. package/profiles/flutter.yaml +37 -0
  162. package/profiles/frontend.yaml +39 -0
  163. package/profiles/infra.yaml +47 -0
  164. package/profiles/integrations.yaml +23 -0
  165. package/profiles/ios-native.yaml +37 -0
  166. package/profiles/jira.yaml +21 -0
  167. package/profiles/marketing.yaml +64 -0
  168. package/profiles/mobile.yaml +39 -0
  169. package/profiles/regulatory.yaml +33 -0
  170. package/profiles/security.yaml +30 -0
  171. package/profiles/self-improving.yaml +22 -0
  172. package/profiles/statusline.yaml +21 -0
  173. package/profiles/testing.yaml +32 -0
  174. package/profiles/unity-design.yaml +37 -0
  175. package/profiles/unity-dev.yaml +44 -0
  176. package/profiles/visual-novel.yaml +54 -0
  177. package/rules/ai-code.md +60 -0
  178. package/rules/api-code.md +41 -0
  179. package/rules/backend-code.md +35 -0
  180. package/rules/data-files.md +58 -0
  181. package/rules/frontend-code.md +35 -0
  182. package/rules/gamedev/ai-code.md +15 -0
  183. package/rules/gamedev/design-docs.md +18 -0
  184. package/rules/gamedev/engine-code.md +41 -0
  185. package/rules/gamedev/gameplay-code.md +31 -0
  186. package/rules/gamedev/narrative.md +15 -0
  187. package/rules/gamedev/network-code.md +15 -0
  188. package/rules/gamedev/shader-code.md +43 -0
  189. package/rules/gamedev/ui-code.md +15 -0
  190. package/rules/gamedev/vn-code.md +37 -0
  191. package/rules/implementation-workflow.md +48 -0
  192. package/rules/infra-code.md +47 -0
  193. package/rules/migration-code.md +41 -0
  194. package/rules/prototype-code.md +40 -0
  195. package/rules/test-standards.md +55 -0
  196. package/skills/ab-test-setup/SKILL.md +99 -0
  197. package/skills/ab-test-setup/references/sample-size-guide.md +252 -0
  198. package/skills/ab-test-setup/references/test-templates.md +268 -0
  199. package/skills/ab-test-setup/scripts/sample_size_calculator.py +337 -0
  200. package/skills/accessibility/SKILL.md +32 -0
  201. package/skills/accessibility/references/anti-patterns.md +9 -0
  202. package/skills/accessibility/references/component-requirements.md +15 -0
  203. package/skills/accessibility/references/focus-forms-testing.md +31 -0
  204. package/skills/accessibility/references/wcag-criteria.md +17 -0
  205. package/skills/ad-creative/SKILL.md +85 -0
  206. package/skills/ad-creative/references/creative-frameworks.md +253 -0
  207. package/skills/ad-creative/references/platform-specs.md +170 -0
  208. package/skills/ad-creative/scripts/ad_copy_validator.py +490 -0
  209. package/skills/agent-designer/README.md +430 -0
  210. package/skills/agent-designer/SKILL.md +64 -0
  211. package/skills/agent-designer/agent_evaluator.py +1223 -0
  212. package/skills/agent-designer/agent_planner.py +911 -0
  213. package/skills/agent-designer/assets/sample_execution_logs.json +543 -0
  214. package/skills/agent-designer/assets/sample_system_requirements.json +57 -0
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  220. package/skills/agent-designer/references/evaluation_methodology.md +749 -0
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  227. package/skills/agent-workflow-designer/SKILL.md +59 -0
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  232. package/skills/ai-security/scripts/ai_threat_scanner.py +564 -0
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  238. package/skills/analytics-tracking/SKILL.md +105 -0
  239. package/skills/analytics-tracking/references/debugging-playbook.md +224 -0
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  243. package/skills/android-native-dev/SKILL.md +878 -0
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  272. package/skills/app-store-optimization/scripts/aso_scorer.py +482 -0
  273. package/skills/app-store-optimization/scripts/competitor_analyzer.py +577 -0
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  278. package/skills/app-store-optimization/scripts/review_analyzer.py +714 -0
  279. package/skills/arcane-add/SKILL.md +47 -0
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+ # Lighting Models Detailed Reference
2
+
3
+ This document is a detailed supplementary reference to [SKILL.md](SKILL.md), covering prerequisite knowledge, in-depth explanations for each step, complete descriptions of variants, performance optimization analysis, and full code examples for combination suggestions.
4
+
5
+ ---
6
+
7
+ ## Prerequisites
8
+
9
+ ### Vector Math Fundamentals
10
+ - **Dot product**: `dot(A, B) = |A||B|cos(θ)`, used to compute the angular relationship between two vectors. Lighting models heavily use dot products such as N·L, N·V, N·H, V·H
11
+ - **Cross product**: `cross(A, B)` returns a vector perpendicular to both A and B, used to build camera coordinate systems and tangent spaces
12
+ - **normalize**: Scales a vector to unit length; lighting calculations require all direction vectors to be normalized
13
+ - **reflect**: `reflect(I, N) = I - 2.0 * dot(N, I) * N`, computes the reflection of incident vector I about normal N
14
+
15
+ ### GLSL Fundamentals
16
+ - **uniform / varying**: uniforms are global constants (e.g., iTime, iResolution); varyings are interpolated from vertex to fragment
17
+ - **Key built-in functions**:
18
+ - `clamp(x, min, max)` — clamp to range
19
+ - `mix(a, b, t)` — linear interpolation `a*(1-t) + b*t`
20
+ - `pow(base, exp)` — exponentiation, used for specular falloff
21
+ - `exp(x)` / `exp2(x)` — exponential functions, used for attenuation and Beer's Law
22
+ - `smoothstep(edge0, edge1, x)` — Hermite smooth interpolation
23
+
24
+ ### Basic Computer Graphics Concepts
25
+ - **Normal (N)**: Unit vector pointing outward from the surface, determines lighting intensity
26
+ - **View Direction (V)**: Unit vector from the surface point toward the camera
27
+ - **Light Direction (L)**: Unit vector from the surface point toward the light source
28
+ - **Half Vector (H)**: `normalize(V + L)`, the core of the Blinn-Phong model
29
+ - **Reflect Vector (R)**: `reflect(-L, N)`, used in the classic Phong model
30
+
31
+ ### Raymarching Basics (Recommended)
32
+ - **SDF (Signed Distance Function)**: Returns the signed distance from a point to the nearest surface
33
+ - **Normal computation (finite differences)**: Approximates the gradient (i.e., normal direction) by computing small-offset differences of the SDF along the x, y, and z axes
34
+ - **March**: Advances along the ray direction by the distance returned by the SDF until hitting a surface or exceeding the range
35
+
36
+ ---
37
+
38
+ ## Implementation Steps in Detail
39
+
40
+ ### Step 1: Scene Foundation (UV, Camera, Raymarching)
41
+
42
+ **What**: Establish the standard ShaderToy framework — UV coordinates, camera ray, SDF scene, normal computation.
43
+
44
+ **Why**: Lighting calculations require normal N, view direction V, and light direction L as inputs, all of which depend on scene geometry. Without correct normals and direction vectors, no lighting model can work.
45
+
46
+ **Details**:
47
+ - UV coordinates are typically normalized as `(2.0 * fragCoord - iResolution.xy) / iResolution.y` to ensure correct aspect ratio
48
+ - The camera uses a look-at matrix: forward direction `ww`, right direction `uu`, up direction `vv`
49
+ - SDF normals use six-point central difference, which is more accurate than forward difference
50
+ - The epsilon value in `e = vec2(0.001, 0.0)` affects normal accuracy: too large blurs details, too small introduces noise
51
+
52
+ **Code**:
53
+ ```glsl
54
+ // Compute normal from SDF scene (finite differences) — standard technique
55
+ vec3 calcNormal(vec3 p) {
56
+ vec2 e = vec2(0.001, 0.0);
57
+ return normalize(vec3(
58
+ map(p + e.xyy) - map(p - e.xyy),
59
+ map(p + e.yxy) - map(p - e.yxy),
60
+ map(p + e.yyx) - map(p - e.yyx)
61
+ ));
62
+ }
63
+
64
+ // Prepare basic vectors needed for lighting
65
+ vec3 N = calcNormal(pos); // Surface normal
66
+ vec3 V = -rd; // View direction (reverse of ray)
67
+ vec3 L = normalize(lightPos - pos); // Light direction (point light)
68
+ // Or directional light: vec3 L = normalize(vec3(0.6, 0.8, -0.5));
69
+ ```
70
+
71
+ ### Step 2: Lambert Diffuse
72
+
73
+ **What**: Compute basic diffuse lighting — the foundation of all lighting models.
74
+
75
+ **Why**: Lambert's law describes the ideal diffuse behavior of rough surfaces — brightness is proportional to cos(angle of incidence). This is the most fundamental physically-based lighting model, assuming light enters the surface and is scattered uniformly.
76
+
77
+ **Details**:
78
+ - `max(0.0, dot(N, L))` uses `max(0,...)` to avoid negative values (backface lighting)
79
+ - Energy-conserving Lambertian diffuse requires dividing by PI, since Lambert BRDF = albedo/PI and the integrated irradiance = PI * L_incoming
80
+ - Half-Lambert (`NdotL * 0.5 + 0.5`) is a technique invented by Valve that maps [-1,1] to [0,1], giving backlit areas some brightness; commonly used for character rendering and SSS approximation
81
+ - Many ocean shaders use a similar wrapped diffuse pattern
82
+
83
+ **Code**:
84
+ ```glsl
85
+ // Basic Lambert diffuse
86
+ float NdotL = max(0.0, dot(N, L));
87
+ vec3 diffuse = albedo * lightColor * NdotL;
88
+
89
+ // Energy-conserving version (albedo/PI)
90
+ vec3 diffuse_conserved = albedo / PI * lightColor * NdotL;
91
+
92
+ // Half-Lambert variant (wrapped dot product)
93
+ // Reduces over-darkening on backlit faces, commonly used for SSS approximation
94
+ float halfLambert = NdotL * 0.5 + 0.5;
95
+ vec3 diffuse_wrapped = albedo * lightColor * halfLambert;
96
+ ```
97
+
98
+ ### Step 3: Blinn-Phong Specular
99
+
100
+ **What**: Add specular highlights based on the half vector.
101
+
102
+ **Why**: Blinn-Phong is more computationally efficient and physically plausible than classic Phong. The half vector H is the average direction of V and L; the highlight is brightest when H aligns with N. Blinn-Phong also behaves more realistically at grazing angles compared to Phong.
103
+
104
+ **Details**:
105
+ - Half vector H = normalize(V + L), which avoids the reflect computation needed by Phong's reflect(-L, N)
106
+ - Shininess controls highlight concentration: 4.0 gives a very rough surface feel, 256.0 approaches a mirror
107
+ - The normalization factor `(shininess + 8.0) / (8.0 * PI)` ensures total reflected energy remains constant when changing shininess (energy conservation)
108
+ - Based on the standard half vector method used in many raymarching shaders
109
+
110
+ **Code**:
111
+ ```glsl
112
+ // Blinn-Phong specular (standard half vector method)
113
+ vec3 H = normalize(V + L);
114
+ float NdotH = max(0.0, dot(N, H));
115
+
116
+ // Empirical model: directly use shininess exponent
117
+ float SHININESS = 32.0; // Adjustable: 4.0 (rough) ~ 256.0 (mirror-like)
118
+ float spec = pow(NdotH, SHININESS);
119
+
120
+ // With energy-conserving normalization factor
121
+ // Normalization factor (s+8)/(8*PI) ensures total energy is preserved when changing shininess
122
+ float normFactor = (SHININESS + 8.0) / (8.0 * PI);
123
+ float spec_normalized = normFactor * pow(NdotH, SHININESS);
124
+
125
+ vec3 specular = lightColor * spec_normalized;
126
+ ```
127
+
128
+ ### Step 4: Fresnel-Schlick Approximation
129
+
130
+ **What**: Compute reflectance based on viewing angle — reflectance increases at grazing angles ("edge brightening" effect).
131
+
132
+ **Why**: All real materials approach 100% reflectance at grazing angles. This is a fundamental physical phenomenon (Fresnel effect). The Schlick approximation uses a fifth-power curve to simulate this, and is a core component of all PBR pipelines. This is a ubiquitous formula in real-time rendering.
133
+
134
+ **Details**:
135
+ - F0 is the reflectance at normal incidence (looking straight at the surface)
136
+ - Dielectrics (plastic, water, etc.): F0 is approximately 0.02~0.04; most light is scattered (diffuse)
137
+ - Metals: F0 uses the material's baseColor, since metals have virtually no diffuse reflection
138
+ - `mix(vec3(0.04), baseColor, metallic)` is the unified metallic workflow, interpolating between dielectrics and metals
139
+ - Using V·H for the Cook-Torrance BRDF specular term
140
+ - Using N·V for environment reflections, rim lighting, etc.
141
+ - A widely used approximation in both real-time and offline rendering pipelines.
142
+
143
+ **Code**:
144
+ ```glsl
145
+ // Fresnel-Schlick approximation (standard formulation)
146
+ vec3 fresnelSchlick(vec3 F0, float cosTheta) {
147
+ return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
148
+ }
149
+
150
+ // Dielectrics (plastic, water, etc.): F0 approximately 0.02~0.04
151
+ vec3 F0_dielectric = vec3(0.04);
152
+
153
+ // Metals: F0 uses the material's baseColor
154
+ vec3 F0_metal = baseColor;
155
+
156
+ // Unified metallic workflow
157
+ vec3 F0 = mix(vec3(0.04), baseColor, metallic);
158
+
159
+ // Compute Fresnel using V·H (for specular BRDF)
160
+ float VdotH = max(0.0, dot(V, H));
161
+ vec3 F = fresnelSchlick(F0, VdotH);
162
+
163
+ // Alternatively, compute Fresnel using N·V (for environment reflections, rim light)
164
+ // Optional: pow(fGloss, 20.0) factor for gloss adjustment
165
+ float NdotV = max(0.0, dot(N, V));
166
+ vec3 F_env = F0 + (1.0 - F0) * pow(1.0 - NdotV, 5.0);
167
+ ```
168
+
169
+ ### Step 5: GGX Normal Distribution Function (D Term)
170
+
171
+ **What**: Compute the probability distribution of microfacet normals aligning with the half vector.
172
+
173
+ **Why**: The GGX (Trowbridge-Reitz) distribution has a wider "long tail" highlight, closer to real materials than the Beckmann distribution. This is the core term in PBR pipelines that determines highlight shape and size. This is the standard GGX formula used across PBR implementations.
174
+
175
+ **Details**:
176
+ - Roughness must be squared first (`a = roughness * roughness`); this is Disney's mapping from perceptual roughness to alpha
177
+ - `a2 = a * a` is the alpha^2 term in the GGX formula
178
+ - When roughness = 0.0, D approaches a delta function (perfect mirror); when roughness = 1.0, it approaches a uniform distribution
179
+ - The denominator `PI * denom * denom` ensures the distribution function integrates to 1 over the hemisphere
180
+ - The standard GGX formula used across PBR implementations
181
+
182
+ **Code**:
183
+ ```glsl
184
+ // GGX/Trowbridge-Reitz normal distribution function (standard formulation)
185
+ float distributionGGX(float NdotH, float roughness) {
186
+ float a = roughness * roughness; // Note: roughness must be squared first!
187
+ float a2 = a * a;
188
+ float denom = NdotH * NdotH * (a2 - 1.0) + 1.0;
189
+ return a2 / (PI * denom * denom);
190
+ }
191
+
192
+ // Roughness parameter guide:
193
+ // roughness = 0.0 → perfect mirror (D approaches delta function)
194
+ // roughness = 0.5 → medium roughness
195
+ // roughness = 1.0 → fully rough (D approaches uniform distribution)
196
+ ```
197
+
198
+ ### Step 6: Geometric Occlusion Function (G Term)
199
+
200
+ **What**: Compute the mutual shadowing and masking between microfacets.
201
+
202
+ **Why**: Not all correctly-oriented microfacets can be "seen" by both the light and the view simultaneously — the G term corrects for this occlusion loss. The microfacet model assumes the surface is composed of countless tiny flat surfaces that can occlude each other (shadowing and masking).
203
+
204
+ **Details**:
205
+ - The Smith method decomposes G into two independent terms for the light direction (G1_L) and view direction (G1_V)
206
+ - **Schlick-GGX**: `k = (roughness+1)^2 / 8` for direct lighting, `k = roughness^2 / 2` for IBL
207
+ - **Height-Correlated Smith**: More physically accurate, accounts for height correlation of microfacets; directly returns the visibility term `G/(4*NdotV*NdotL)`
208
+ - **Simplified approximation** (G1V): Most compact implementation, suitable for code golf or extremely performance-constrained scenarios
209
+ - Three common implementations with different accuracy/performance tradeoffs
210
+
211
+ **Code**:
212
+ ```glsl
213
+ // Smith method: decompose G into two independent G1 terms for light and view directions
214
+
215
+ // Method 1: Schlick-GGX (separated implementation)
216
+ // The clearest pedagogical implementation
217
+ float geometrySchlickGGX(float NdotV, float roughness) {
218
+ float r = roughness + 1.0;
219
+ float k = (r * r) / 8.0; // For direct lighting: k = (r+1)^2/8
220
+ return NdotV / (NdotV * (1.0 - k) + k);
221
+ }
222
+
223
+ float geometrySmith(float NdotV, float NdotL, float roughness) {
224
+ float ggx1 = geometrySchlickGGX(NdotV, roughness);
225
+ float ggx2 = geometrySchlickGGX(NdotL, roughness);
226
+ return ggx1 * ggx2;
227
+ }
228
+
229
+ // Method 2: Height-Correlated Smith (visibility term form)
230
+ // More physically accurate, directly returns G/(4*NdotV*NdotL), i.e., the "visibility term"
231
+ float visibilitySmith(float NdotV, float NdotL, float roughness) {
232
+ float a2 = roughness * roughness;
233
+ float gv = NdotL * sqrt(NdotV * (NdotV - NdotV * a2) + a2);
234
+ float gl = NdotV * sqrt(NdotL * (NdotL - NdotL * a2) + a2);
235
+ return 0.5 / max(gv + gl, 0.00001);
236
+ }
237
+
238
+ // Method 3: Simplified approximation (compact G1V helper)
239
+ // Most compact implementation
240
+ float G1V(float dotNV, float k) {
241
+ return 1.0 / (dotNV * (1.0 - k) + k);
242
+ }
243
+ // Usage: float vis = G1V(NdotL, k) * G1V(NdotV, k); where k = roughness/2
244
+ ```
245
+
246
+ ### Step 7: Assembling the Cook-Torrance BRDF
247
+
248
+ **What**: Combine the D, F, and G terms into a complete specular reflection BRDF.
249
+
250
+ **Why**: The Cook-Torrance microfacet model is currently the most widely used physically-based specular reflection model in real-time rendering. It is based on microfacet theory, modeling the surface as countless tiny perfect mirrors.
251
+
252
+ **Details**:
253
+ - Full formula: `f_specular = D * F * G / (4 * NdotV * NdotL)`
254
+ - When using `visibilitySmith` (which returns `G/(4*NdotV*NdotL)`), there is no need to manually divide by the denominator
255
+ - When using the standard `geometrySmith` (which returns G), you must explicitly divide by `4 * NdotV * NdotL`
256
+ - `max(4.0 * NdotV * NdotL, 0.001)` prevents division by zero
257
+ - Based on the standard Cook-Torrance BRDF formulation
258
+
259
+ **Code**:
260
+ ```glsl
261
+ // Complete Cook-Torrance BRDF assembly
262
+ // Standard Cook-Torrance BRDF assembly
263
+ vec3 cookTorranceBRDF(vec3 N, vec3 V, vec3 L, float roughness, vec3 F0) {
264
+ vec3 H = normalize(V + L);
265
+
266
+ float NdotL = max(0.0, dot(N, L));
267
+ float NdotV = max(0.0, dot(N, V));
268
+ float NdotH = max(0.0, dot(N, H));
269
+ float VdotH = max(0.0, dot(V, H));
270
+
271
+ // D: Normal distribution
272
+ float D = distributionGGX(NdotH, roughness);
273
+
274
+ // F: Fresnel
275
+ vec3 F = fresnelSchlick(F0, VdotH);
276
+
277
+ // G: Geometric occlusion (using visibility term form, which includes the 4*NdotV*NdotL denominator)
278
+ float Vis = visibilitySmith(NdotV, NdotL, roughness);
279
+
280
+ // Assembly (Vis version already divides by 4*NdotV*NdotL)
281
+ vec3 specular = D * F * Vis;
282
+
283
+ // Or using the standard G term form:
284
+ // float G = geometrySmith(NdotV, NdotL, roughness);
285
+ // vec3 specular = (D * F * G) / max(4.0 * NdotV * NdotL, 0.001);
286
+
287
+ return specular * NdotL;
288
+ }
289
+ ```
290
+
291
+ ### Step 8: Multi-Light Accumulation and Final Compositing
292
+
293
+ **What**: Blend diffuse and specular reflections with energy conservation, and accumulate contributions from multiple lights.
294
+
295
+ **Why**: Real scenes contain multiple light sources (sun, sky, ground bounce, etc.). Energy conservation must be maintained between diffuse and specular: energy that has been reflected (F) should not participate in diffuse reflection.
296
+
297
+ **Details**:
298
+ - `kD = (1.0 - F) * (1.0 - metallic)` implements energy conservation:
299
+ - `(1.0 - F)` ensures already-reflected light does not participate in diffuse
300
+ - `(1.0 - metallic)` ensures metals have no diffuse (metals' free electrons absorb all refracted light)
301
+ - Sky light uses `0.5 + 0.5 * N.y` to approximate hemisphere integration — the more upward the normal, the brighter
302
+ - Back/rim light uses wrapped diffuse from the opposite direction of the sun to provide fill lighting
303
+ - Based on multi-light architecture patterns common in PBR raymarching shaders
304
+
305
+ **Code**:
306
+ ```glsl
307
+ // Complete multi-light PBR lighting accumulation
308
+ // Multi-light PBR architecture
309
+
310
+ vec3 shade(vec3 pos, vec3 N, vec3 V, vec3 albedo, float roughness, float metallic) {
311
+ vec3 F0 = mix(vec3(0.04), albedo, metallic);
312
+ vec3 diffuseColor = albedo * (1.0 - metallic); // Metals have no diffuse
313
+ vec3 color = vec3(0.0);
314
+
315
+ // --- Main light (sun) ---
316
+ vec3 sunDir = normalize(vec3(0.6, 0.8, -0.5));
317
+ vec3 sunColor = vec3(1.0, 0.95, 0.85) * 2.0;
318
+
319
+ vec3 H = normalize(V + sunDir);
320
+ float NdotL = max(0.0, dot(N, sunDir));
321
+ float NdotV = max(0.0, dot(N, V));
322
+ float VdotH = max(0.0, dot(V, H));
323
+
324
+ vec3 F = fresnelSchlick(F0, VdotH);
325
+ vec3 kD = (1.0 - F) * (1.0 - metallic); // Energy conservation
326
+
327
+ // Diffuse contribution
328
+ color += kD * diffuseColor / PI * sunColor * NdotL;
329
+ // Specular contribution
330
+ color += cookTorranceBRDF(N, V, sunDir, roughness, F0) * sunColor;
331
+
332
+ // --- Sky light (hemisphere light approximation) ---
333
+ // Sky light (hemisphere light approximation)
334
+ vec3 skyColor = vec3(0.2, 0.5, 1.0) * 0.3;
335
+ float skyDiffuse = 0.5 + 0.5 * N.y; // Simple hemisphere integration approximation
336
+ color += diffuseColor * skyColor * skyDiffuse;
337
+
338
+ // --- Back light / rim light ---
339
+ // Back-light / fill light term
340
+ vec3 backDir = normalize(vec3(-sunDir.x, 0.0, -sunDir.z));
341
+ float backDiffuse = clamp(dot(N, backDir) * 0.5 + 0.5, 0.0, 1.0);
342
+ color += diffuseColor * vec3(0.25, 0.15, 0.1) * backDiffuse;
343
+
344
+ return color;
345
+ }
346
+ ```
347
+
348
+ ### Step 9: Ambient Occlusion (AO)
349
+
350
+ **What**: Approximate the reduction of indirect lighting in surface crevices due to geometric occlusion.
351
+
352
+ **Why**: Scenes without AO appear overly "flat" and lack spatial depth. In raymarching scenes, the SDF can be used to efficiently compute AO — sample several points along the normal direction and compare the SDF distance with the ideal distance.
353
+
354
+ **Details**:
355
+ - Principle: Step gradually away from the surface along the normal, querying the SDF value at each sample point. If the SDF value is less than the sample distance h, nearby occluding geometry is present
356
+ - `sca *= 0.95` gradually decreases the weight of farther sample points
357
+ - The multiplier in `3.0 * occ` controls AO intensity (adjustable)
358
+ - AO affects both diffuse and specular, but in different ways:
359
+ - Diffuse: multiply directly by the AO value
360
+ - Specular: use `pow(NdotV + ao, roughness^2) - 1 + ao` for more subtle attenuation
361
+ - Based on the standard SDF ambient occlusion technique
362
+
363
+ **Code**:
364
+ ```glsl
365
+ // AO computation for raymarching scenes (standard SDF-based technique)
366
+ float calcAO(vec3 pos, vec3 nor) {
367
+ float occ = 0.0;
368
+ float sca = 1.0;
369
+ for (int i = 0; i < 5; i++) {
370
+ float h = 0.01 + 0.12 * float(i) / 4.0;
371
+ float d = map(pos + h * nor);
372
+ occ += (h - d) * sca;
373
+ sca *= 0.95;
374
+ }
375
+ return clamp(1.0 - 3.0 * occ, 0.0, 1.0);
376
+ }
377
+
378
+ // Using AO (AO affects both diffuse and specular)
379
+ float ao = calcAO(pos, N);
380
+ diffuseLight *= ao;
381
+ // More subtle specular AO:
382
+ specularLight *= clamp(pow(NdotV + ao, roughness * roughness) - 1.0 + ao, 0.0, 1.0);
383
+ ```
384
+
385
+ ---
386
+
387
+ ## Variant Details
388
+
389
+ ### Variant 1: Classic Phong (Non-PBR)
390
+
391
+ **Difference from base version**: Uses the reflection vector `R = reflect(-L, N)` instead of the half vector; no D/F/G decomposition.
392
+
393
+ **Use cases**: Quick prototyping, retro-style rendering, performance-constrained scenarios. The Phong model has the lowest computational cost but does not satisfy energy conservation, and highlights disappear at grazing angles (the opposite of real materials).
394
+
395
+ **Key code**:
396
+ ```glsl
397
+ // Classic Phong reflection model
398
+ vec3 R = reflect(-L, N);
399
+ float spec = pow(max(0.0, dot(R, V)), 32.0);
400
+ vec3 color = albedo * lightColor * NdotL // diffuse
401
+ + lightColor * spec; // specular
402
+ ```
403
+
404
+ ### Variant 2: Point Light Attenuation
405
+
406
+ **Difference from base version**: Adds distance attenuation, suitable for point light / spotlight scenarios. The base version assumes directional light (sun), while point light intensity decreases with distance.
407
+
408
+ **Use cases**: Indoor scenes, multiple point lights, close-range light effects.
409
+
410
+ **Details**:
411
+ - Physically correct attenuation should be `1/distance²`, but in practice `1/(1 + k1*d + k2*d²)` avoids infinite brightness at close range
412
+ - k1 (linear attenuation): 0.01~0.5, k2 (quadratic attenuation): 0.001~0.1
413
+ - Alternatively, use physical attenuation with a maximum intensity cap: `min(1.0/(d*d), maxIntensity)`
414
+
415
+ **Key code**:
416
+ ```glsl
417
+ // Point light attenuation (standard pattern)
418
+ float dist = length(lightPos - pos);
419
+ float attenuation = 1.0 / (1.0 + dist * 0.1 + dist * dist * 0.01);
420
+ // k1: linear attenuation coefficient (adjustable 0.01~0.5)
421
+ // k2: quadratic attenuation coefficient (adjustable 0.001~0.1)
422
+ color *= attenuation;
423
+ ```
424
+
425
+ ### Variant 3: IBL (Image-Based Lighting)
426
+
427
+ **Difference from base version**: Uses environment maps instead of analytic light sources, split into diffuse SH (spherical harmonics) and specular split-sum parts.
428
+
429
+ **Use cases**: Scenes requiring realistic environmental lighting reflections. IBL can capture complex lighting environments (e.g., HDRI panoramas), producing very natural lighting effects.
430
+
431
+ **Details**:
432
+ - Diffuse IBL uses spherical harmonics (SH) to precompute the low-frequency component of environmental lighting
433
+ - Specular IBL uses Epic Games' split-sum approximation: splits the BRDF integral into environment map LOD lookup + precomputed BRDF integration lookup table
434
+ - `EnvBRDFApprox` is Unreal Engine 4's approximation, avoiding the need for a precomputed LUT texture
435
+ - `textureLod(envMap, R, roughness * 7.0)` uses mipmap levels to simulate blurred reflections on rough surfaces
436
+ - Based on the SH + EnvBRDFApprox method common in PBR pipelines
437
+
438
+ **Key code**:
439
+ ```glsl
440
+ // IBL approximation (SH + EnvBRDFApprox method)
441
+ // Diffuse IBL: spherical harmonics
442
+ vec3 diffuseIBL = diffuseColor * SHIrradiance(N);
443
+
444
+ // Specular IBL: Unreal's EnvBRDFApprox approximation
445
+ vec3 EnvBRDFApprox(vec3 specColor, float roughness, float NdotV) {
446
+ vec4 c0 = vec4(-1, -0.0275, -0.572, 0.022);
447
+ vec4 c1 = vec4(1, 0.0425, 1.04, -0.04);
448
+ vec4 r = roughness * c0 + c1;
449
+ float a004 = min(r.x * r.x, exp2(-9.28 * NdotV)) * r.x + r.y;
450
+ vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw;
451
+ return specColor * AB.x + AB.y;
452
+ }
453
+ vec3 R = reflect(-V, N);
454
+ vec3 envColor = textureLod(envMap, R, roughness * 7.0).rgb;
455
+ vec3 specularIBL = EnvBRDFApprox(F0, roughness, NdotV) * envColor;
456
+ ```
457
+
458
+ ### Variant 4: Subsurface Scattering Approximation (SSS)
459
+
460
+ **Difference from base version**: Simulates light passing through translucent materials (e.g., skin, wax, water surfaces).
461
+
462
+ **Use cases**: Water surfaces, skin, candles, leaves, and other translucent materials. SSS makes thin parts appear brighter and more translucent.
463
+
464
+ **Details**:
465
+ - **Method 1 (SDF probing)**: Probes the SDF value along the light direction into the material interior. If the SDF value is much smaller than the probe distance, the material is thicker at that point and transmits less light; otherwise it transmits more
466
+ - **Method 2 (Henyey-Greenstein phase function)**: Describes the directional distribution of light scattering in a medium. Parameter g controls forward/backward scattering: g > 0 for forward scattering (e.g., skin), g < 0 for backward scattering
467
+ - Combines SDF-based interior probing with Henyey-Greenstein phase function
468
+
469
+ **Key code**:
470
+ ```glsl
471
+ // SSS approximation (SDF-based interior probing)
472
+ // Method 1: SDF-based interior probing
473
+ float subsurface(vec3 pos, vec3 L) {
474
+ float sss = 0.0;
475
+ for (int i = 0; i < 5; i++) {
476
+ float h = 0.05 + float(i) * 0.1;
477
+ float d = map(pos + L * h); // Probe along light direction into interior
478
+ sss += max(0.0, h - d); // Thinner areas transmit more light
479
+ }
480
+ return clamp(1.0 - sss * 4.0, 0.0, 1.0);
481
+ }
482
+
483
+ // Method 2: Henyey-Greenstein phase function
484
+ float HenyeyGreenstein(float cosTheta, float g) {
485
+ float g2 = g * g;
486
+ return (1.0 - g2) / (pow(1.0 + g2 - 2.0 * g * cosTheta, 1.5) * 4.0 * PI);
487
+ }
488
+ float sssAmount = HenyeyGreenstein(dot(V, L), 0.5);
489
+ color += sssColor * sssAmount * NdotL;
490
+ ```
491
+
492
+ ### Variant 5: Beer's Law Water Lighting
493
+
494
+ **Difference from base version**: Simulates the exponential attenuation of light in water/transparent media.
495
+
496
+ **Use cases**: Water surfaces, underwater scenes, glass, juice, and other transparent/translucent media. The Beer-Lambert law describes the exponential decay of light intensity as it travels through a medium.
497
+
498
+ **Details**:
499
+ - `exp2(-opticalDepth * extinctColor)` implements wavelength-dependent exponential attenuation
500
+ - Different color channels have different attenuation coefficients, producing the characteristic color of water (blue/green transmits the most)
501
+ - In `extinctColor = 1.0 - vec3(0.5, 0.4, 0.1)`, the vec3 controls the absorption rate per channel
502
+ - Inscattering simulates multiple scattering of light inside the water body, giving deep water its inherent color
503
+ - `1.0 - exp(-depth * 0.1)` is a simplified inscattering model
504
+ - Based on the Beer-Lambert law for wavelength-dependent attenuation
505
+
506
+ **Key code**:
507
+ ```glsl
508
+ // Beer's Law light attenuation
509
+ vec3 waterExtinction(float depth) {
510
+ float opticalDepth = depth * 6.0; // Adjustable: controls attenuation rate
511
+ vec3 extinctColor = 1.0 - vec3(0.5, 0.4, 0.1); // Adjustable: water absorption color
512
+ return exp2(-opticalDepth * extinctColor);
513
+ }
514
+
515
+ // Usage: underwater object color multiplied by attenuation
516
+ vec3 underwaterColor = objectColor * waterExtinction(depth);
517
+ // Add water inscattering
518
+ vec3 inscatter = waterDiffuse * (1.0 - exp(-depth * 0.1));
519
+ underwaterColor += inscatter;
520
+ ```
521
+
522
+ ---
523
+
524
+ ## Performance Optimization In-Depth Analysis
525
+
526
+ ### 1. Avoiding the Cost of pow(x, 5.0)
527
+
528
+ The `pow` function on some GPUs is implemented as `exp2(5.0 * log2(x))`, involving two transcendental functions. Manually unrolling into a multiplication chain is more efficient:
529
+
530
+ ```glsl
531
+ // Efficient implementation of Schlick Fresnel
532
+ float x = 1.0 - cosTheta;
533
+ float x2 = x * x;
534
+ float x5 = x2 * x2 * x; // Faster than pow(x, 5.0)
535
+ vec3 F = F0 + (1.0 - F0) * x5;
536
+ ```
537
+
538
+ ### 2. Merging G and the Denominator (Visibility Term)
539
+
540
+ Using `V_SmithGGX` to directly return `G / (4 * NdotV * NdotL)` avoids computing G separately and then dividing. This not only eliminates one division but also avoids numerical instability when `4 * NdotV * NdotL` is near zero. The Height-Correlated Smith version is also more physically accurate.
541
+
542
+ ### 3. AO Sample Count
543
+
544
+ - 5 samples are sufficient for most scenes
545
+ - Distant objects can use as few as 3 (since details are not visible)
546
+ - The upper bound of sample step h (`0.12 * i / 4.0`) controls the AO influence range: increasing it detects larger-scale occlusion but requires more samples
547
+ - The decay rate `sca *= 0.95` is also adjustable: smaller values make AO more concentrated near the surface
548
+
549
+ ### 4. Soft Shadow Optimization
550
+
551
+ - Using `clamp(h, 0.02, 0.2)` to limit step size: minimum step 0.02 prevents getting stuck near the surface, maximum step 0.2 prevents skipping thin geometry
552
+ - Shadow ray maxSteps can be lower than the primary ray (14~24 steps is usually enough), since shadows don't need precise hit points
553
+ - The 8.0 in `8.0 * h / t` controls shadow softness: higher values produce harder shadows, lower values softer ones. This is an intuitive penumbra size control
554
+
555
+ ### 5. Simplified IBL
556
+
557
+ - Without a cubemap, use a simple sky color gradient as a substitute for environment mapping
558
+ - `mix(groundColor, skyColor, R.y * 0.5 + 0.5)` is the cheapest "environment reflection"
559
+ - A `pow(max(0, dot(R, sunDir)), 64.0)` in the sun direction can be added to simulate the sun's specular reflection
560
+
561
+ ### 6. Branch Culling
562
+
563
+ When NdotL <= 0, the surface faces away from the light source, and all specular calculations (D, F, G) can be skipped:
564
+
565
+ ```glsl
566
+ // Skip entire specular computation when NdotL <= 0
567
+ if (NdotL > 0.0) {
568
+ // ... D, F, G computation ...
569
+ }
570
+ ```
571
+
572
+ Note: Branch efficiency on GPUs depends on the coherence of pixels within the same warp/wavefront. If large areas face away from the light, this branch is effective; if the branch condition switches frequently between adjacent pixels, it may actually be slower.
573
+
574
+ ---
575
+
576
+ ## Combination Suggestions in Detail
577
+
578
+ ### Lighting + Raymarching
579
+
580
+ Raymarching scenes are the most common host for lighting models. Normals are obtained via SDF finite differences, and AO and shadows directly leverage SDF queries.
581
+
582
+ Key integration points:
583
+ - `calcNormal` provides normal N
584
+ - `calcAO` leverages SDF for ambient occlusion
585
+ - `softShadow` leverages SDF for soft shadows
586
+ - Material IDs can be passed through the return value of the `map` function
587
+
588
+ ### Lighting + Volumetric Rendering
589
+
590
+ Volumetric effects like clouds, smoke, and fog require Beer's Law attenuation and phase functions (e.g., Henyey-Greenstein). PBR surface lighting integrates naturally with volumetric cloud lighting.
591
+
592
+ Key integration points:
593
+ - Volumetric rendering uses ray marching to step through the volume
594
+ - Each step accumulates density and applies Beer's Law attenuation
595
+ - Lighting uses the Henyey-Greenstein phase function instead of a BRDF
596
+ - The final result is alpha-blended with the surface rendering output
597
+
598
+ ### Lighting + Normal Maps / Procedural Normals
599
+
600
+ Normals don't have to come from the SDF. Procedural normals generated by FBM noise (e.g., ocean wave normals, water surface normals) can be passed directly to lighting functions, producing rich surface detail.
601
+
602
+ Key integration points:
603
+ - Procedural normals work by perturbing the base normal: `N = normalize(N + perturbation)`
604
+ - FBM noise frequency and amplitude control the coarseness and strength of detail
605
+ - SDF normals and procedural normals can be combined for macro shape + micro detail
606
+
607
+ ### Lighting + Post-Processing
608
+
609
+ Tone mapping and gamma correction are essential parts of a PBR pipeline. HDR lighting values must be mapped to the [0,1] LDR range for correct display:
610
+
611
+ ```glsl
612
+ // ACES — currently the most popular tone mapping
613
+ col = (col * (2.51 * col + 0.03)) / (col * (2.43 * col + 0.59) + 0.14);
614
+
615
+ // Reinhard — simplest tone mapping
616
+ col = col / (col + 1.0);
617
+
618
+ // Gamma correction — convert from linear space to sRGB
619
+ col = pow(col, vec3(1.0 / 2.2));
620
+ ```
621
+
622
+ Note: All lighting calculations must be performed in linear space; gamma correction is only applied at final output.
623
+
624
+ ### Lighting + Reflections
625
+
626
+ Multi-layer reflections or environment reflections query the scene again in the `reflect(rd, N)` direction, blending the reflected color into the final result weighted by Fresnel.
627
+
628
+ ```glsl
629
+ // Basic reflection pattern
630
+ vec3 R = reflect(rd, N);
631
+ vec3 reflColor = traceScene(pos + N * 0.01, R); // Offset to avoid self-intersection
632
+ vec3 F = fresnelSchlick(F0, NdotV);
633
+ color = mix(color, reflColor, F);
634
+ ```
635
+
636
+ A common water surface rendering approach combines refraction + reflection + Fresnel blending:
637
+ - Reflection direction `reflect(rd, N)` queries the sky/scene
638
+ - Refraction direction `refract(rd, N, 1.0/1.33)` queries the underwater scene
639
+ - Fresnel coefficient blends between reflection and refraction