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Merge pull request #1393 from Azaezel/alpha41/mangledMetal
correct high metallic objects lacking color input
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commit
e7dfcc1fe3
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@ -226,7 +226,7 @@ float getDistanceAtt( vec3 unormalizedLightVector , float invSqrAttRadius )
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vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
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{
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//diffuse term
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vec3 Fd = surface.albedo.rgb * surface.ao * M_1OVER_PI_F;
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vec3 Fd = surface.albedo.rgb * M_1OVER_PI_F;
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//GGX specular
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vec3 F = F_Schlick(surface.f0, surface.f90, surfaceToLight.HdotV);
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@ -237,7 +237,7 @@ vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
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if(isCapturing == 1)
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return mix(Fd + Fr, surface.baseColor.rgb, surface.metalness);
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else
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return Fd + Fr;
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return Fd + Fr + surface.f0 * surface.ao;
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}
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vec3 getDirectionalLight(Surface surface, SurfaceToLight surfaceToLight, vec3 lightColor, float lightIntensity, float shadow)
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@ -227,7 +227,7 @@ float getDistanceAtt( float3 unormalizedLightVector , float invSqrAttRadius )
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float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
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{
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//diffuse term
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float3 Fd = surface.albedo.rgb * surface.ao * M_1OVER_PI_F;
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float3 Fd = surface.albedo.rgb * M_1OVER_PI_F;
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//GGX specular
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float3 F = F_Schlick(surface.f0, surface.f90, surfaceToLight.HdotV);
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@ -238,7 +238,7 @@ float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
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if(isCapturing == 1)
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return lerp(Fd + Fr,surface.baseColor.rgb,surface.metalness);
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else
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return Fd + Fr;
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return Fd + Fr + surface.f0 * surface.ao;
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}
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float3 getDirectionalLight(Surface surface, SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity, float shadow)
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