Don't add clearcoat BRDF to specular light as-is.

BRDF needs to be multiplied with N.L, the incoming light and attenuation. Also specular_blob_intensity should affect clearcoat.
This commit is contained in:
Ferenc Arn 2017-10-21 19:52:16 -04:00
parent 50306041e5
commit 06fcbe0092

View file

@ -1073,7 +1073,7 @@ LIGHT_SHADER_CODE
float cNdotH = max(dot(N,H), 0.0);
float cLdotH = max(dot(L,H), 0.0);
#if defined(LIGHT_USE_ANISOTROPY)
# if defined(LIGHT_USE_ANISOTROPY)
float aspect = sqrt(1.0-anisotropy*0.9);
float rx = roughness/aspect;
@ -1085,11 +1085,11 @@ LIGHT_SHADER_CODE
float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
#else
# else
float alpha = roughness * roughness;
float D = D_GGX(cNdotH, alpha);
float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha);
#endif
# endif
// F
float F0 = 1.0; // FIXME
float cLdotH5 = SchlickFresnel(cLdotH);
@ -1115,7 +1115,9 @@ LIGHT_SHADER_CODE
float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
specular_light += .25*clearcoat*Gr*Fr*Dr;
float specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
}
#endif
}