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roughness was ramping up mip levels too slowly

AzaezelX 8 月之前
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439438cd1f

+ 1 - 1
Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl

@@ -281,7 +281,7 @@ float computeSpecOcclusion( float NdotV , float AO , float roughness )
 
 float roughnessToMipLevel(float roughness, float numMips)
 {	
-   return roughness * numMips;
+   return pow(abs(roughness),0.25) * numMips;
 }
 
 vec4 compute4Lights( Surface surface,

+ 1 - 1
Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl

@@ -282,7 +282,7 @@ float computeSpecOcclusion( float NdotV , float AO , float roughness )
 
 float roughnessToMipLevel(float roughness, float numMips)
 {	
-   return roughness * numMips;
+   return pow(abs(roughness),0.25) * numMips;
 }
 
 float4 compute4Lights( Surface surface,