revisions to ensure high saturation reflections overtake albedo

This commit is contained in:
AzaezelX 2025-12-14 12:40:19 -06:00
parent 2199fb6881
commit f00b1d955f
2 changed files with 13 additions and 7 deletions

View file

@ -592,11 +592,14 @@ vec4 computeForwardProbes(Surface surface,
specular = mix(specular,textureLod(specularCubemapAR, vec4(surface.R, skylightCubemapIdx), lod).xyz, alpha);
}
float reflectionOpacity = clamp(surface.baseColor.a, pow(max(length(specular),length(irradiance)),2.2),1.0);
float reflectionInfluence = max(surface.metalness, reflectionOpacity);
float reflectionOpacity = clamp(surface.baseColor.a, max(length(specular),length(irradiance)),1.0);
float reflectionInfluence = max(surface.metalness, reflectionOpacity);
surface.metalness = reflectionInfluence;
surface.baseColor.rgb = lerp(surface.baseColor.rgb, vec3(1.0,1.0,1.0), reflectionInfluence);
updateSurface(surface);
vec2 envBRDF = textureLod(BRDFTexture, vec2(surface.NdotV, surface.roughness),0).rg;
vec3 diffuse = irradiance * lerp(surface.baseColor.rgb, vec3(0.04f,0.04f,0.04f), reflectionInfluence);
vec3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*reflectionInfluence;
vec3 diffuse = irradiance * lerp(surface.baseColor.rgb, vec3(0.04f,0.04f,0.04f), surface.metalness);
vec3 specularCol = ((specular * surface.f0) * envBRDF.x + envBRDF.y)*surface.metalness;
float horizonOcclusion = 1.3;
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));

View file

@ -597,11 +597,14 @@ float4 computeForwardProbes(Surface surface,
specular = lerp(specular,TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, surface.R, skylightCubemapIdx, lod).xyz,alpha);
}
float reflectionOpacity = clamp(surface.baseColor.a, pow(max(length(specular),length(irradiance)),2.2),1.0);
float reflectionOpacity = clamp(surface.baseColor.a, max(length(specular),length(irradiance)),1.0);
float reflectionInfluence = max(surface.metalness, reflectionOpacity);
surface.metalness = reflectionInfluence;
surface.baseColor.rgb = lerp(surface.baseColor.rgb, float3(1.0,1.0,1.0), reflectionInfluence);
surface.Update();
float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.NdotV, surface.roughness,0,0)).rg;
float3 diffuse = irradiance * lerp(surface.baseColor.rgb, 0.04f, reflectionInfluence);
float3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*reflectionInfluence;
float3 diffuse = irradiance * lerp(surface.baseColor.rgb, 0.04f, surface.metalness);
float3 specularCol = ((specular * surface.f0) * envBRDF.x + envBRDF.y)*surface.metalness;
float horizonOcclusion = 1.3;
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));