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Merge pull request #1612 from Azaezel/alpha41/translucentReflectionOpacity
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take ibl amount into account for translucent opacity
This commit is contained in:
commit
e9a8961543
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@ -3055,7 +3055,7 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
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Var *ibl = (Var *)LangElement::find("ibl");
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Var *ibl = (Var *)LangElement::find("ibl");
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if (!ibl)
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if (!ibl)
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{
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{
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ibl = new Var("ibl", "float3");
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ibl = new Var("ibl", "float4");
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}
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}
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Var* eyePos = (Var*)LangElement::find("eyePosWorld");
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Var* eyePos = (Var*)LangElement::find("eyePosWorld");
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@ -3086,7 +3086,7 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
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//Reflection vec
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//Reflection vec
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String computeForwardProbes = String(" @ = computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
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String computeForwardProbes = String(" @ = computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
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computeForwardProbes += String("@,@,@,@,@,@,\r\n\t\t");
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computeForwardProbes += String("@,@,@,@,@,@,\r\n\t\t");
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computeForwardProbes += String("@,@).rgb; \r\n");
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computeForwardProbes += String("@,@); \r\n");
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meta->addStatement(new GenOp(computeForwardProbes.c_str(), new DecOp(ibl), surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, refScaleArray, inRefPosArray, eyePos,
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meta->addStatement(new GenOp(computeForwardProbes.c_str(), new DecOp(ibl), surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, refScaleArray, inRefPosArray, eyePos,
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skylightCubemapIdx, SkylightDamp, BRDFTexture, WetnessTexture, accumTime, dampness,
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skylightCubemapIdx, SkylightDamp, BRDFTexture, WetnessTexture, accumTime, dampness,
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@ -3100,7 +3100,7 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
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ambient->constSortPos = cspPass;
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ambient->constSortPos = cspPass;
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}
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}
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meta->addStatement(new GenOp(" @.rgb *= @.rgb;\r\n", ibl, ambient));
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meta->addStatement(new GenOp(" @.rgb *= @.rgb;\r\n", ibl, ambient));
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meta->addStatement(new GenOp(" @.rgb = @.rgb;\r\n", curColor, ibl));
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meta->addStatement(new GenOp(" @ = @;\r\n", curColor, ibl));
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output = meta;
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output = meta;
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}
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}
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@ -3143,7 +3143,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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Var* ibl = (Var*)LangElement::find("ibl");
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Var* ibl = (Var*)LangElement::find("ibl");
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if (!ibl)
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if (!ibl)
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{
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{
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ibl = new Var("ibl", "float3");
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ibl = new Var("ibl", "float4");
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}
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}
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Var* eyePos = (Var*)LangElement::find("eyePosWorld");
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Var* eyePos = (Var*)LangElement::find("eyePosWorld");
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@ -3174,7 +3174,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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String computeForwardProbes = String(" @ = computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
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String computeForwardProbes = String(" @ = computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
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computeForwardProbes += String("@,@,TORQUE_SAMPLER2D_MAKEARG(@),TORQUE_SAMPLER2D_MAKEARG(@), @, @,\r\n\t\t");
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computeForwardProbes += String("@,@,TORQUE_SAMPLER2D_MAKEARG(@),TORQUE_SAMPLER2D_MAKEARG(@), @, @,\r\n\t\t");
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computeForwardProbes += String("TORQUE_SAMPLERCUBEARRAY_MAKEARG(@),TORQUE_SAMPLERCUBEARRAY_MAKEARG(@)).rgb; \r\n");
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computeForwardProbes += String("TORQUE_SAMPLERCUBEARRAY_MAKEARG(@),TORQUE_SAMPLERCUBEARRAY_MAKEARG(@)); \r\n");
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meta->addStatement(new GenOp(computeForwardProbes.c_str(), new DecOp(ibl), surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, refScaleArray, inRefPosArray, eyePos,
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meta->addStatement(new GenOp(computeForwardProbes.c_str(), new DecOp(ibl), surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, refScaleArray, inRefPosArray, eyePos,
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skylightCubemapIdx, SkylightDamp, BRDFTexture, WetnessTexture, accumTime, dampness,
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skylightCubemapIdx, SkylightDamp, BRDFTexture, WetnessTexture, accumTime, dampness,
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@ -3188,7 +3188,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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ambient->constSortPos = cspPass;
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ambient->constSortPos = cspPass;
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}
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}
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meta->addStatement(new GenOp(" @.rgb *= @.rgb;\r\n", ibl, ambient));
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meta->addStatement(new GenOp(" @.rgb *= @.rgb;\r\n", ibl, ambient));
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meta->addStatement(new GenOp(" @.rgb = @.rgb;\r\n", curColor, ibl));
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meta->addStatement(new GenOp(" @ = @;\r\n", curColor, ibl));
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output = meta;
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output = meta;
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}
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}
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@ -226,9 +226,11 @@ float getDistanceAtt( vec3 unormalizedLightVector , float invSqrAttRadius )
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vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
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vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
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{
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{
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if (surface.depth >= 0.9999f)
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return float3(0.0,0.0,0.0);
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// Compute Fresnel term
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// Compute Fresnel term
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vec3 F = F_Schlick(surface.f0, surfaceToLight.HdotV);
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vec3 F = F_Schlick(surface.f0, surfaceToLight.HdotV);
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F += lerp(vec3(0.04f,0.04f,0.04f), surface.baseColor.rgb, surface.metalness);
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// GGX Normal Distribution Function
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// GGX Normal Distribution Function
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float D = D_GGX(surfaceToLight.NdotH, surface.linearRoughness);
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float D = D_GGX(surfaceToLight.NdotH, surface.linearRoughness);
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@ -592,9 +594,12 @@ vec4 computeForwardProbes(Surface surface,
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specular = mix(specular,textureLod(specularCubemapAR, vec4(surface.R, skylightCubemapIdx), lod).xyz, alpha);
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specular = mix(specular,textureLod(specularCubemapAR, vec4(surface.R, skylightCubemapIdx), lod).xyz, alpha);
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}
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}
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float reflectionOpacity = clamp(surface.baseColor.a, max(length(specular),length(irradiance))*surface.roughness,1.0);
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surface.baseColor.rgb = lerp(surface.baseColor.rgb, vec3(reflectionOpacity,reflectionOpacity,reflectionOpacity), surface.roughness);
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updateSurface(surface);
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vec2 envBRDF = textureLod(BRDFTexture, vec2(surface.NdotV, surface.roughness),0).rg;
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vec2 envBRDF = textureLod(BRDFTexture, vec2(surface.NdotV, surface.roughness),0).rg;
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vec3 diffuse = irradiance * lerp(surface.baseColor.rgb, vec3(0.04f,0.04f,0.04f), surface.metalness);
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vec3 diffuse = irradiance * lerp(surface.baseColor.rgb, vec3(0.04f,0.04f,0.04f), surface.metalness);
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vec3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
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vec3 specularCol = ((specular * surface.f0) * envBRDF.x + envBRDF.y)*surface.metalness;
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float horizonOcclusion = 1.3;
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float horizonOcclusion = 1.3;
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float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
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float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
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@ -605,10 +610,10 @@ vec4 computeForwardProbes(Surface surface,
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finalColor *= surface.ao;
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finalColor *= surface.ao;
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if(isCapturing == 1)
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if(isCapturing == 1)
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return vec4(lerp((finalColor), surface.baseColor.rgb,surface.metalness),0);
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return vec4(lerp((finalColor), surface.baseColor.rgb,surface.metalness),surface.baseColor.a);
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else
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else
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{
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{
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return vec4(finalColor, 0);
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return vec4(finalColor, reflectionOpacity);
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}
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}
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}
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}
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@ -226,9 +226,11 @@ float getDistanceAtt( float3 unormalizedLightVector , float invSqrAttRadius )
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float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
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float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
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{
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{
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if (surface.depth >= 0.9999f)
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return float3(0.0,0.0,0.0);
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// Compute Fresnel term
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// Compute Fresnel term
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float3 F = F_Schlick(surface.f0, surfaceToLight.HdotV);
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float3 F = F_Schlick(surface.f0, surfaceToLight.HdotV);
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F += lerp(0.04f, surface.baseColor.rgb, surface.metalness);
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// GGX Normal Distribution Function
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// GGX Normal Distribution Function
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float D = D_GGX(surfaceToLight.NdotH, surface.linearRoughness);
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float D = D_GGX(surfaceToLight.NdotH, surface.linearRoughness);
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@ -597,23 +599,26 @@ float4 computeForwardProbes(Surface surface,
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specular = lerp(specular,TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, surface.R, skylightCubemapIdx, lod).xyz,alpha);
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specular = lerp(specular,TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, surface.R, skylightCubemapIdx, lod).xyz,alpha);
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}
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}
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float reflectionOpacity = clamp(surface.baseColor.a, max(length(specular),length(irradiance))*surface.roughness,1.0);
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surface.baseColor.rgb = lerp(surface.baseColor.rgb, float3(reflectionOpacity,reflectionOpacity,reflectionOpacity), surface.roughness);
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surface.Update();
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float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.NdotV, surface.roughness,0,0)).rg;
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float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.NdotV, surface.roughness,0,0)).rg;
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float3 diffuse = irradiance * lerp(surface.baseColor.rgb, 0.04f, surface.metalness);
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float3 diffuse = irradiance * lerp(surface.baseColor.rgb, 0.04f, surface.metalness);
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float3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
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float3 specularCol = ((specular * surface.f0) * envBRDF.x + envBRDF.y)*surface.metalness;
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float horizonOcclusion = 1.3;
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float horizonOcclusion = 1.3;
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float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
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float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
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horizon *= horizon;
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horizon *= horizon;
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// Final color output after environment lighting
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// Final color output after environment lighting
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float3 finalColor = diffuse + specularCol;
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float3 finalColor = diffuse + specularCol* horizon;
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finalColor *= surface.ao;
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finalColor *= surface.ao;
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if(isCapturing == 1)
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if(isCapturing == 1)
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return float4(lerp((finalColor), surface.baseColor.rgb,surface.metalness),0);
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return float4(lerp((finalColor), surface.baseColor.rgb, surface.metalness),surface.baseColor.a);
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else
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else
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{
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{
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return float4(finalColor, 0);
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return float4(finalColor, reflectionOpacity);
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}
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}
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}
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}
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