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Commit b0540f81 authored by David Parks's avatar David Parks
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DRTVWR-559 Rebalance PBR against Blinn-Phong.

parent 50ec5483
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2 merge requests!3Update to main branch,!2Rebase onto current main branch
...@@ -387,7 +387,7 @@ vec3 pbrIbl(vec3 diffuseColor, ...@@ -387,7 +387,7 @@ vec3 pbrIbl(vec3 diffuseColor,
{ {
// retrieve a scale and bias to F0. See [1], Figure 3 // retrieve a scale and bias to F0. See [1], Figure 3
vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough); vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough);
vec3 diffuseLight = irradiance*1.25; //magic 1.25 to balance with legacy materials vec3 diffuseLight = irradiance;
vec3 specularLight = radiance; vec3 specularLight = radiance;
vec3 diffuse = diffuseLight * diffuseColor; vec3 diffuse = diffuseLight * diffuseColor;
...@@ -563,7 +563,7 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, ...@@ -563,7 +563,7 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v,
vec3 ibl_spec; vec3 ibl_spec;
color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness, ibl_spec); color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness, ibl_spec);
color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), specContrib) * sunlit * 3.9 * scol; //magic number to balance with legacy materials color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), specContrib) * sunlit * 3.0 * scol; //magic number to balance with legacy materials
specContrib *= sunlit * 2.75 * scol; specContrib *= sunlit * 2.75 * scol;
specContrib += ibl_spec; specContrib += ibl_spec;
......
...@@ -152,7 +152,7 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, ...@@ -152,7 +152,7 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
// spot*spot => GL_SPOT_EXPONENT=2 // spot*spot => GL_SPOT_EXPONENT=2
float spot_atten = spot*spot; float spot_atten = spot*spot;
vec3 intensity = spot_atten * dist_atten * lightColor * 3.9; //magic number to balance with legacy materials vec3 intensity = spot_atten * dist_atten * lightColor * 3.0; //magic number to balance with legacy materials
vec3 speccol; vec3 speccol;
color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv, speccol); color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv, speccol);
......
...@@ -203,7 +203,6 @@ void main() ...@@ -203,7 +203,6 @@ void main()
calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor); calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor);
vec3 v = -normalize(pos.xyz); vec3 v = -normalize(pos.xyz);
color = vec3(1,0,1);
color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten); color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
if (do_atmospherics) if (do_atmospherics)
......
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