lights_physical_fragment.glsl 521 B

1234567891011121314
  1. PhysicalMaterial material;
  2. material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );
  3. material.specularRoughness = roughnessFactor * 0.5 + 0.5; // disney's remapping of [ 0, 1 ] roughness to [ 0.5, 1 ]
  4. material.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );
  5. #if defined( ENERGY_PRESERVING_RGB )
  6. material.diffuseColor *= whiteCompliment( specularColor );
  7. #elif defined( ENERGY_PRESERVING_MONOCHROME )
  8. material.diffuseColor *= whiteCompliment( luminance( specularColor ) );
  9. #endif