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@@ -319,7 +319,7 @@ float computeSpecOcclusion( float NdotV , float AO , float roughness )
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float roughnessToMipLevel(float roughness, float numMips)
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{
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- return saturate((roughness * numMips) - (pow(roughness, 6.0) * (numMips * 0.125)));
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+ return roughness * (numMips+1.0);
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}
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vec4 compute4Lights( Surface surface,
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@@ -585,10 +585,14 @@ vec4 computeForwardProbes(Surface surface,
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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 specularCol = ((specular + surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
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+ vec3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
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+
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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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+ horizon *= horizon;
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// Final color output after environment lighting
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- vec3 finalColor = diffuse + specularCol;
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+ vec3 finalColor = diffuse + specularCol * horizon;
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finalColor *= surface.ao;
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if(isCapturing == 1)
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@@ -738,10 +742,14 @@ vec4 debugVizForwardProbes(Surface surface,
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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 specularCol = ((specular + surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
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+ vec3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
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+
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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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+ horizon *= horizon;
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// Final color output after environment lighting
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- vec3 finalColor = diffuse + specularCol;
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+ vec3 finalColor = diffuse + specularCol * horizon;
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finalColor *= surface.ao;
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if(isCapturing == 1)
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