Fade out SSR with roughness so that it doesn't show at high roughness amounts
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1 changed files with 4 additions and 1 deletions
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@ -212,6 +212,9 @@ void main() {
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float grad = (steps_taken + 1.0) / float(params.num_steps);
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float grad = (steps_taken + 1.0) / float(params.num_steps);
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float initial_fade = params.curve_fade_in == 0.0 ? 1.0 : pow(clamp(grad, 0.0, 1.0), params.curve_fade_in);
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float initial_fade = params.curve_fade_in == 0.0 ? 1.0 : pow(clamp(grad, 0.0, 1.0), params.curve_fade_in);
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float fade = pow(clamp(1.0 - grad, 0.0, 1.0), params.distance_fade) * initial_fade;
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float fade = pow(clamp(1.0 - grad, 0.0, 1.0), params.distance_fade) * initial_fade;
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// This is an ad-hoc term to fade out the SSR as roughness increases. Values used
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// are meant to match the visual appearance of a ReflectionProbe.
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float roughness_fade = smoothstep(0.4, 0.7, 1.0 - normal_roughness.w);
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final_pos = pos;
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final_pos = pos;
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vec4 final_color;
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vec4 final_color;
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@ -246,7 +249,7 @@ void main() {
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#endif // MODE_ROUGH
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#endif // MODE_ROUGH
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final_color = vec4(imageLoad(source_diffuse, ivec2(final_pos - 0.5)).rgb, fade * margin_blend);
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final_color = vec4(imageLoad(source_diffuse, ivec2(final_pos - 0.5)).rgb, fade * margin_blend * roughness_fade);
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// Schlick term.
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// Schlick term.
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float metallic = texelFetch(source_metallic, ssC << 1, 0).w;
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float metallic = texelFetch(source_metallic, ssC << 1, 0).w;
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