@@ -1,6 +1,8 @@
-#ifdef USE_ENVMAP
+#if defined( USE_ENVMAP ) || defined( PHYSICAL )
uniform float reflectivity;
+#endif
+#ifdef USE_ENVMAP
#ifdef ENVMAP_TYPE_CUBE
uniform samplerCube envMap;
#else
@@ -159,7 +159,7 @@ uniform vec3 ambientLightColor;
envMapColor.rgb = inputToLinear( envMapColor.rgb );
- return envMapColor.rgb * reflectivity;
+ return envMapColor.rgb;
}
@@ -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 ), diffuseColor.rgb, metalnessFactor );
+material.specularColor = mix( vec3( 0.04 ) * reflectivity, diffuseColor.rgb, metalnessFactor );