From 439438cd1f0116c84b3fa6bdae984a28361d53b2 Mon Sep 17 00:00:00 2001 From: AzaezelX Date: Thu, 9 Jan 2025 10:24:52 -0600 Subject: [PATCH] roughness was ramping up mip levels too slowly --- Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl | 2 +- Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl index 06d1bb621..d222f9324 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl @@ -281,7 +281,7 @@ float computeSpecOcclusion( float NdotV , float AO , float roughness ) float roughnessToMipLevel(float roughness, float numMips) { - return roughness * numMips; + return pow(abs(roughness),0.25) * numMips; } vec4 compute4Lights( Surface surface, diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl index 036d686f6..94387fa60 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl @@ -282,7 +282,7 @@ float computeSpecOcclusion( float NdotV , float AO , float roughness ) float roughnessToMipLevel(float roughness, float numMips) { - return roughness * numMips; + return pow(abs(roughness),0.25) * numMips; } float4 compute4Lights( Surface surface,