diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl index 5e0caa346..af36cb665 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl @@ -226,9 +226,11 @@ float getDistanceAtt( vec3 unormalizedLightVector , float invSqrAttRadius ) vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight) { + if (surface.depth >= 0.9999f) + return float3(0.0,0.0,0.0); + // Compute Fresnel term vec3 F = F_Schlick(surface.f0, surfaceToLight.HdotV); - F += lerp(vec3(0.04f,0.04f,0.04f), surface.baseColor.rgb, surface.metalness); // GGX Normal Distribution Function float D = D_GGX(surfaceToLight.NdotH, surface.linearRoughness); @@ -594,7 +596,7 @@ vec4 computeForwardProbes(Surface surface, vec2 envBRDF = textureLod(BRDFTexture, vec2(surface.NdotV, surface.roughness),0).rg; vec3 diffuse = irradiance * lerp(surface.baseColor.rgb, vec3(0.04f,0.04f,0.04f), surface.metalness); - vec3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness; + vec3 specularCol = ((specular * surface.f0) * envBRDF.x + envBRDF.y)*surface.metalness; float horizonOcclusion = 1.3; float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N)); diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl index 8a4c5be23..8aea64de7 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl @@ -226,9 +226,11 @@ float getDistanceAtt( float3 unormalizedLightVector , float invSqrAttRadius ) float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight) { + if (surface.depth >= 0.9999f) + return float3(0.0,0.0,0.0); + // Compute Fresnel term float3 F = F_Schlick(surface.f0, surfaceToLight.HdotV); - F += lerp(0.04f, surface.baseColor.rgb, surface.metalness); // GGX Normal Distribution Function float D = D_GGX(surfaceToLight.NdotH, surface.linearRoughness); @@ -599,7 +601,7 @@ float4 computeForwardProbes(Surface surface, float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.NdotV, surface.roughness,0,0)).rg; float3 diffuse = irradiance * lerp(surface.baseColor.rgb, 0.04f, surface.metalness); - float3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness; + float3 specularCol = ((specular * surface.f0) * envBRDF.x + envBRDF.y)*surface.metalness; float horizonOcclusion = 1.3; float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));