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@@ -217,11 +217,9 @@ void main(){
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Roughness = 1.0 - glossiness;
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vec3 fZero = specularColor.xyz;
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#else
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- float nonMetalSpec = 0.08; //nonMetalSpec is always constant value of 0.8 in metallic workflow
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- vec4 specularColor = (nonMetalSpec - nonMetalSpec * Metallic) + albedo * Metallic;
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+ vec4 specularColor = (0.08 - 0.08 * Metallic) + albedo * Metallic; // 0.08 represents the base specular reflectance for non-metallic surfaces. This can be slightly adjusted to values like 0.04, however 0.08 is considered the standard for PBR.
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vec4 diffuseColor = albedo - albedo * Metallic;
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- vec3 fZero = vec3(0.04);
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- fZero = mix(fZero, albedo.rgb, Metallic);
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+ vec3 fZero = mix(vec3(0.04), albedo.rgb, Metallic);
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#endif
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gl_FragColor.rgb = vec3(0.0);
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