1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

Merge pull request #100081 from clayjohn/rd-clearcoat

Ensure schlick is available when using clearcoat with GGX
This commit is contained in:
Thaddeus Crews
2024-12-10 14:16:07 -06:00

View File

@@ -134,10 +134,8 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_di
float ccNdotL = max(min(A + dot(vertex_normal, L), 1.0), 0.0);
float ccNdotH = clamp(A + dot(vertex_normal, H), 0.0, 1.0);
float ccNdotV = max(dot(vertex_normal, V), 1e-4);
#if !defined(SPECULAR_SCHLICK_GGX)
float cLdotH5 = SchlickFresnel(cLdotH);
#endif
float Dr = D_GGX(ccNdotH, mix(0.001, 0.1, clearcoat_roughness));
float Gr = 0.25 / (cLdotH * cLdotH);
float Fr = mix(.04, 1.0, cLdotH5);
@@ -212,7 +210,9 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_di
float G = V_GGX(cNdotL, cNdotV, alpha_ggx);
#endif // LIGHT_ANISOTROPY_USED
// F
#if !defined(LIGHT_CLEARCOAT_USED)
float cLdotH5 = SchlickFresnel(cLdotH);
#endif
// Calculate Fresnel using specular occlusion term from Filament:
// https://google.github.io/filament/Filament.html#lighting/occlusion/specularocclusion
float f90 = clamp(dot(f0, vec3(50.0 * 0.33)), metallic, 1.0);