diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl index 5032de1b2..d64c9d184 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl @@ -226,7 +226,7 @@ float getDistanceAtt( vec3 unormalizedLightVector , float invSqrAttRadius ) vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight) { //diffuse term - vec3 Fd = surface.albedo.rgb * M_1OVER_PI_F; + vec3 Fd = surface.albedo.rgb * surface.ao * 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 cfaba95cb..76384394d 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl @@ -227,7 +227,7 @@ float getDistanceAtt( float3 unormalizedLightVector , float invSqrAttRadius ) float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight) { //diffuse term - float3 Fd = surface.albedo.rgb * M_1OVER_PI_F; + float3 Fd = surface.albedo.rgb * surface.ao * M_1OVER_PI_F; //GGX specular float3 F = F_Schlick(surface.f0, surface.f90, surfaceToLight.HdotV);