b2b89d7294
This ensures that we consistently use perceptual roughness which matches the behaviour of most other PBR renderers like Blender, Ue4 and Godot 3 |
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.. | ||
effects | ||
environment | ||
forward_clustered | ||
forward_mobile | ||
blit.glsl | ||
canvas.glsl | ||
canvas_occlusion.glsl | ||
canvas_sdf.glsl | ||
canvas_uniforms_inc.glsl | ||
cluster_data_inc.glsl | ||
cluster_debug.glsl | ||
cluster_render.glsl | ||
cluster_store.glsl | ||
decal_data_inc.glsl | ||
giprobe_write.glsl | ||
light_data_inc.glsl | ||
luminance_reduce.glsl | ||
luminance_reduce_raster.glsl | ||
luminance_reduce_raster_inc.glsl | ||
particles.glsl | ||
particles_copy.glsl | ||
roughness_limiter.glsl | ||
scene_data_inc.glsl | ||
scene_forward_aa_inc.glsl | ||
scene_forward_gi_inc.glsl | ||
scene_forward_lights_inc.glsl | ||
SCsub | ||
skeleton.glsl | ||
sort.glsl |