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Use transformed roughness instead of raw roughness to calculate roughness fade in SSR

clayjohn 1 year ago
parent
commit
b99d0d778a

+ 1 - 1
servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl

@@ -237,7 +237,7 @@ void main() {
 
 
 		// This is an ad-hoc term to fade out the SSR as roughness increases. Values used
 		// This is an ad-hoc term to fade out the SSR as roughness increases. Values used
 		// are meant to match the visual appearance of a ReflectionProbe.
 		// are meant to match the visual appearance of a ReflectionProbe.
-		float roughness_fade = smoothstep(0.4, 0.7, 1.0 - normal_roughness.w);
+		float roughness_fade = smoothstep(0.4, 0.7, 1.0 - roughness);
 
 
 		// Schlick term.
 		// Schlick term.
 		float metallic = texelFetch(source_metallic, ssC << 1, 0).w;
 		float metallic = texelFetch(source_metallic, ssC << 1, 0).w;