From 2c000cb72fc04fd76c5d3b6bc53955f83bf50c71 Mon Sep 17 00:00:00 2001 From: mightygoat Date: Mon, 27 Mar 2023 00:33:53 +0530 Subject: [PATCH] Fix the limit for interpolation of R0 with respect to metallic and SSR Shlick term --- .../renderer_rd/shaders/effects/screen_space_reflection.glsl | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl index 631d1968b07..1626244b0aa 100644 --- a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl @@ -263,9 +263,8 @@ void main() { // Schlick term. float metallic = texelFetch(source_metallic, ssC << 1, 0).w; - float f0 = mix(0.04, 1.0, metallic); // Assume a "specular" amount of 0.5 - normal.y = -normal.y; - float m = clamp(1.0 - dot(normalize(normal), -view_dir), 0.0, 1.0); + float f0 = mix(0.04, 0.37, metallic); // The default value of R0 is 0.04 and the maximum value is considered to be Germanium with R0 value of 0.37 + float m = clamp(1.0 - dot(normal, -view_dir), 0.0, 1.0); float m2 = m * m; m = m2 * m2 * m; // pow(m,5) final_color.a *= f0 + (1.0 - f0) * m; // Fresnel Schlick term.