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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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+
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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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@@ -594,7 +596,7 @@ vec4 computeForwardProbes(Surface 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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