diff --git a/Templates/BaseGame/game/core/postFX/scripts/HDR/brightPassFilterP.glsl b/Templates/BaseGame/game/core/postFX/scripts/HDR/brightPassFilterP.glsl index 04d9e97c9..0384e5477 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/HDR/brightPassFilterP.glsl +++ b/Templates/BaseGame/game/core/postFX/scripts/HDR/brightPassFilterP.glsl @@ -61,5 +61,5 @@ void main() average = vec4( 0.0f, 0.0f, 0.0f, 1.0f ); // Write the colour to the bright-pass render target - OUT_col = hdrEncode( average ); + OUT_col = hdrEncode( saturate(average) ); } diff --git a/Templates/BaseGame/game/core/postFX/scripts/HDR/brightPassFilterP.hlsl b/Templates/BaseGame/game/core/postFX/scripts/HDR/brightPassFilterP.hlsl index c3f04db93..ad1e0501f 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/HDR/brightPassFilterP.hlsl +++ b/Templates/BaseGame/game/core/postFX/scripts/HDR/brightPassFilterP.hlsl @@ -58,5 +58,5 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 average = float4( 0.0f, 0.0f, 0.0f, 1.0f ); // Write the colour to the bright-pass render target - return hdrEncode( average ); + return hdrEncode( saturate(average) ); } diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl index e94081142..ab35bc103 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl @@ -231,24 +231,24 @@ vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight) float D = D_GGX(surfaceToLight.NdotH, surface.linearRoughnessSq); vec3 Fr = D * F * Vis; -#if (CAPTURING == 1) - return mix(Fd + Fr,surface.f0,surface.metalness); +#ifdef CAPTURING + return saturate(mix(Fd + Fr,surface.f0,surface.metalness)); #else - return Fd + Fr; + return saturate(Fd + Fr); #endif } vec3 getDirectionalLight(Surface surface, SurfaceToLight surfaceToLight, vec3 lightColor, float lightIntensity, float shadow) { - vec3 factor = lightColor * max(surfaceToLight.NdotL, 0.0f) * shadow * lightIntensity; + vec3 factor = lightColor * max(surfaceToLight.NdotL * shadow * lightIntensity*(1.0-surface.metalness), 0.0f); return evaluateStandardBRDF(surface,surfaceToLight) * factor; } vec3 getPunctualLight(Surface surface, SurfaceToLight surfaceToLight, vec3 lightColor, float lightIntensity, float radius, float shadow) { float attenuation = getDistanceAtt(surfaceToLight.Lu, radius); - vec3 factor = lightColor * max(surfaceToLight.NdotL, 0.0f) * shadow * lightIntensity * attenuation; + vec3 factor = lightColor * max(surfaceToLight.NdotL * shadow * lightIntensity * attenuation*(1.0-surface.metalness), 0.0f); return evaluateStandardBRDF(surface,surfaceToLight) * factor; } diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl index 8f6ef8c88..fd053b60e 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl @@ -232,24 +232,24 @@ float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight) float D = D_GGX(surfaceToLight.NdotH, surface.linearRoughnessSq); float3 Fr = D * F * Vis; -#if CAPTURING == true - return lerp(Fd + Fr,surface.f0,surface.metalness); +#ifdef CAPTURING + return saturate(lerp(Fd + Fr,surface.f0,surface.metalness)); #else - return Fd + Fr; + return saturate(Fd + Fr); #endif } float3 getDirectionalLight(Surface surface, SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity, float shadow) { - float3 factor = lightColor * max(surfaceToLight.NdotL, 0.0f) * shadow * lightIntensity; + float3 factor = lightColor * max(surfaceToLight.NdotL* shadow * lightIntensity*(1.0-surface.metalness), 0.0f) ; return evaluateStandardBRDF(surface,surfaceToLight) * factor; } float3 getPunctualLight(Surface surface, SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity, float radius, float shadow) { float attenuation = getDistanceAtt(surfaceToLight.Lu, radius); - float3 factor = lightColor * max(surfaceToLight.NdotL, 0.0f) * shadow * lightIntensity * attenuation; + float3 factor = lightColor * max(surfaceToLight.NdotL* shadow * lightIntensity * attenuation*(1.0-surface.metalness), 0.0f) ; return evaluateStandardBRDF(surface,surfaceToLight) * factor; }