Adjust radiance maps to better match Substance
parent
13ac0f77ff
commit
48eea4de0a
|
|
@ -595,7 +595,8 @@ vec3 pbrIbl(vec3 diffuseColor,
|
|||
vec3 diffuse = diffuseLight * diffuseColor;
|
||||
vec3 specular = specularLight * (specularColor * brdf.x + brdf.y);
|
||||
|
||||
|
||||
specular *= 1.75;
|
||||
|
||||
return (diffuse + specular) * ao;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -151,7 +151,7 @@ vec3 prefilterEnvMap(vec3 R, float roughness)
|
|||
float omegaP = 4.0 * PI / (6.0 * envMapDim * envMapDim);
|
||||
// Biased (+1.0) mip level for better result
|
||||
//float mipLevel = roughness == 0.0 ? 0.0 : max(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f);
|
||||
color += textureLod(reflectionProbes, vec4(L,sourceIdx), mipLevel).rgb * dotNL;
|
||||
color += textureLod(reflectionProbes, vec4(L,sourceIdx), mipLevel+0.75).rgb * dotNL;
|
||||
totalWeight += dotNL;
|
||||
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue