Use transformed roughness instead of raw roughness to calculate roughness fade in SSR
(cherry picked from commit b99d0d778a
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@ -237,7 +237,7 @@ void main() {
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// This is an ad-hoc term to fade out the SSR as roughness increases. Values used
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// are meant to match the visual appearance of a ReflectionProbe.
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float roughness_fade = smoothstep(0.4, 0.7, 1.0 - normal_roughness.w);
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float roughness_fade = smoothstep(0.4, 0.7, 1.0 - roughness);
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// Schlick term.
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float metallic = texelFetch(source_metallic, ssC << 1, 0).w;
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