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expand the range of dielectric Fresnel reflectivity to [0,0.08] per the Disney PBR paper.

Ben Houston il y a 9 ans
Parent
commit
3fd2684b28

+ 1 - 1
src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl

@@ -1,4 +1,4 @@
 PhysicalMaterial material;
 material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );
 material.specularRoughness = roughnessFactor * 0.5 + 0.5; // disney's remapping of [ 0, 1 ] roughness to [ 0.5, 1 ]
-material.specularColor = mix( vec3( 0.04 ) * reflectivity, diffuseColor.rgb, metalnessFactor );
+material.specularColor = mix( vec3( 0.08 ) * reflectivity, diffuseColor.rgb, metalnessFactor );