Schlick_to_F0
Implements the inverse Schlick Fresnel approximation to derive a material's base reflectivity `F0` from a known, angle-dependent final reflectivity `f`.
Core Advantages
Encapsulates an uncommon but critical PBR mathematical transformation into a numerically stable node, primarily used to support advanced material standards like glTF's `KHR_materials_specular` extension, simplifying its implementation.
Common Uses
Implementing the `KHR_materials_specular` glTF extension
For PBR material analysis and debugging tools
Converting parameters in advanced layered materials
How to adjust
The node's output `F0` is determined by the input `f` (final reflectivity). In a `KHR_materials_specular` workflow, you control the calculated `F0` indirectly by modifying the `specularColorMap` texture, which provides the `f` value, ultimately affecting the material's metallicness and base reflective color.
Code Examples
1// f: final reflectivity, e.g., from a specularColorMap
2// f90: grazing angle reflectivity, typically 1.0
3// dotVH: dot product of view and half vectors
4const F0 = Schlick_to_F0.call( { f, f90, dotVH } );