Use transformed roughness instead of raw roughness to calculate roughness fade in SSR

This commit is contained in:
clayjohn 2024-08-12 12:04:16 -07:00
parent 39fc116c5f
commit b99d0d778a
1 changed files with 1 additions and 1 deletions

View File

@ -237,7 +237,7 @@ void main() {
// This is an ad-hoc term to fade out the SSR as roughness increases. Values used
// are meant to match the visual appearance of a ReflectionProbe.
float roughness_fade = smoothstep(0.4, 0.7, 1.0 - normal_roughness.w);
float roughness_fade = smoothstep(0.4, 0.7, 1.0 - roughness);
// Schlick term.
float metallic = texelFetch(source_metallic, ssC << 1, 0).w;