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.
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1 changed files with 6 additions and 4 deletions
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@ -1073,7 +1073,7 @@ LIGHT_SHADER_CODE
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float cNdotH = max(dot(N,H), 0.0);
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float cLdotH = max(dot(L,H), 0.0);
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#if defined(LIGHT_USE_ANISOTROPY)
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# if defined(LIGHT_USE_ANISOTROPY)
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float aspect = sqrt(1.0-anisotropy*0.9);
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float rx = roughness/aspect;
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@ -1085,11 +1085,11 @@ LIGHT_SHADER_CODE
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float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
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float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
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#else
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# else
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float alpha = roughness * roughness;
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float D = D_GGX(cNdotH, alpha);
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float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha);
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#endif
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# endif
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// F
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float F0 = 1.0; // FIXME
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float cLdotH5 = SchlickFresnel(cLdotH);
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@ -1115,7 +1115,9 @@ LIGHT_SHADER_CODE
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float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
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specular_light += .25*clearcoat*Gr*Fr*Dr;
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float specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
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specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
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}
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#endif
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}
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