Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fix incorrect metallic calculations in PBRLighting.frag #2334

Merged
merged 4 commits into from
Dec 31, 2024
Merged
Changes from 2 commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Original file line number Diff line number Diff line change
Expand Up @@ -217,11 +217,11 @@ void main(){
Roughness = 1.0 - glossiness;
vec3 fZero = specularColor.xyz;
#else
float specular = 0.5;
float nonMetalSpec = 0.08 * specular;
float nonMetalSpec = 0.08; //nonMetalSpec is always constant value of 0.8 in metallic workflow
vec4 specularColor = (nonMetalSpec - nonMetalSpec * Metallic) + albedo * Metallic;
vec4 diffuseColor = albedo - albedo * Metallic;
vec3 fZero = vec3(specular);
vec3 fZero = vec3(0.04);
fZero = mix(fZero, albedo.rgb, Metallic);
#endif

gl_FragColor.rgb = vec3(0.0);
Expand Down
Loading