diff --git a/Templates/BaseGame/game/core/postFX/scripts/HDR/HDRPostFX.tscript b/Templates/BaseGame/game/core/postFX/scripts/HDR/HDRPostFX.tscript index a3c459e6f..b15f48d61 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/HDR/HDRPostFX.tscript +++ b/Templates/BaseGame/game/core/postFX/scripts/HDR/HDRPostFX.tscript @@ -26,11 +26,7 @@ $PostFX::HDRPostFX::enableToneMapping = 0.5; /// The tone mapping middle grey or exposure value used /// to adjust the overall "balance" of the image. -/// -/// 0.18 is fairly common value. -/// - -$PostFX::HDRPostFX::keyValue = 0.115; +$PostFX::HDRPostFX::keyValue = 0.5; //Explicit HDR Params diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl index cc66cb500..f430c0e35 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl @@ -224,8 +224,8 @@ float getDistanceAtt( vec3 unormalizedLightVector , float invSqrAttRadius ) vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight) { - //lambert diffuse - vec3 Fd = Fr_DisneyDiffuse(surface.f0, surface.NdotV, surfaceToLight.NdotL, surfaceToLight.NdotH, surface.linearRoughness); + //diffuse term + vec3 Fd = surface.albedo.rgb * M_1OVER_PI_F; //GGX specular vec3 F = F_Schlick(surface.f0, surface.f90, surfaceToLight.HdotV); diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl index 9f5659ae1..399828647 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl @@ -225,8 +225,8 @@ float getDistanceAtt( float3 unormalizedLightVector , float invSqrAttRadius ) float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight) { - //disney diffuse - float3 Fd = Fr_DisneyDiffuse(surface.f0, surface.NdotV, surfaceToLight.NdotL, surfaceToLight.NdotH, surface.linearRoughness); + //diffuse term + float3 Fd = float3 Fd = surface.albedo.rgb * M_1OVER_PI_F; //GGX specular float3 F = F_Schlick(surface.f0, surface.f90, surfaceToLight.HdotV);