Merge pull request #29909 from clayjohn/gles2-light-scale
Scale vertex lit lights by environment scale
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commit
b0eeb12335
1 changed files with 35 additions and 22 deletions
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@ -262,7 +262,7 @@ void light_compute(
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#endif
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SRGB_APPROX(specular_brdf_NL)
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specular_interp += specular_brdf_NL * light_color * attenuation;
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specular_interp += specular_brdf_NL * light_color * attenuation * (1.0 / M_PI);
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}
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}
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@ -1641,18 +1641,30 @@ FRAGMENT_SHADER_CODE
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#endif // defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
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// scales the specular reflections, needs to be be computed before lighting happens,
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// but after environment and reflection probes are added
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//TODO: this curve is not really designed for gammaspace, should be adjusted
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const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
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const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
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vec4 r = roughness * c0 + c1;
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float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0);
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float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
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vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
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// environment BRDF approximation
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vec3 f0 = F0(metallic, specular, albedo);
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specular_light *= env.x * f0 + env.y;
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{
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#if defined(DIFFUSE_TOON)
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//simplify for toon, as
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specular_light *= specular * metallic * albedo * 2.0;
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#else
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// scales the specular reflections, needs to be be computed before lighting happens,
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// but after environment and reflection probes are added
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//TODO: this curve is not really designed for gammaspace, should be adjusted
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const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
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const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
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vec4 r = roughness * c0 + c1;
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float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0);
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float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
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vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
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vec3 f0 = F0(metallic, specular, albedo);
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specular_light *= env.x * f0 + env.y;
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#endif
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}
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#ifdef USE_LIGHTMAP
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//ambient light will come entirely from lightmap is lightmap is used
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@ -2048,6 +2060,17 @@ FRAGMENT_SHADER_CODE
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specular_light += specular_interp * specular_blob_intensity * light_att;
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diffuse_light += diffuse_interp * albedo * light_att;
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// Same as above, needed for VERTEX_LIGHTING or else lights are too bright
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const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
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const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
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vec4 r = roughness * c0 + c1;
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float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0);
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float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
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vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
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vec3 f0 = F0(metallic, specular, albedo);
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specular_light *= env.x * f0 + env.y;
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#else
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//fragment lighting
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light_compute(
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@ -2115,16 +2138,6 @@ FRAGMENT_SHADER_CODE
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diffuse_light *= 1.0 - metallic;
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ambient_light *= 1.0 - metallic;
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// environment BRDF approximation
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{
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#if defined(DIFFUSE_TOON)
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//simplify for toon, as
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specular_light *= specular * metallic * albedo * 2.0;
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#endif
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}
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gl_FragColor = vec4(ambient_light + diffuse_light + specular_light, alpha);
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//add emission if in base pass
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