From e6f8c8517c2b1261f887d1aee36db121a49b73e3 Mon Sep 17 00:00:00 2001 From: clayjohn Date: Fri, 9 Dec 2022 12:59:51 -0800 Subject: [PATCH] Fade out SSR with roughness so that it doesn't show at high roughness amounts --- .../renderer_rd/shaders/effects/screen_space_reflection.glsl | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) 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 9d8294a7da7..a8b2d777187 100644 --- a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl @@ -212,6 +212,9 @@ void main() { float grad = (steps_taken + 1.0) / float(params.num_steps); float initial_fade = params.curve_fade_in == 0.0 ? 1.0 : pow(clamp(grad, 0.0, 1.0), params.curve_fade_in); float fade = pow(clamp(1.0 - grad, 0.0, 1.0), params.distance_fade) * initial_fade; + // This is an ad-hoc term to fade out the SSR as roughness increases. Values used + // are meant to match the visual appearance of a ReflectionProbe. + float roughness_fade = smoothstep(0.4, 0.7, 1.0 - normal_roughness.w); final_pos = pos; vec4 final_color; @@ -246,7 +249,7 @@ void main() { #endif // MODE_ROUGH - final_color = vec4(imageLoad(source_diffuse, ivec2(final_pos - 0.5)).rgb, fade * margin_blend); + final_color = vec4(imageLoad(source_diffuse, ivec2(final_pos - 0.5)).rgb, fade * margin_blend * roughness_fade); // Schlick term. float metallic = texelFetch(source_metallic, ssC << 1, 0).w;