提交 d489707f 编写于 作者: B Ben Houston

dielectric Fresnel F0 (specularity) controlled via monochromatic reflectivity...

dielectric Fresnel F0 (specularity) controlled via monochromatic reflectivity in both envMap and in direct lighting.
上级 029515a3
#ifdef USE_ENVMAP
#if defined( USE_ENVMAP ) || defined( PHYSICAL )
uniform float reflectivity;
#endif
#ifdef USE_ENVMAP
#ifdef ENVMAP_TYPE_CUBE
uniform samplerCube envMap;
#else
......
......@@ -159,7 +159,7 @@ uniform vec3 ambientLightColor;
envMapColor.rgb = inputToLinear( envMapColor.rgb );
return envMapColor.rgb * reflectivity;
return envMapColor.rgb;
}
......
PhysicalMaterial material;
material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );
material.specularRoughness = roughnessFactor * 0.5 + 0.5; // disney's remapping of [ 0, 1 ] roughness to [ 0.5, 1 ]
material.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );
material.specularColor = mix( vec3( 0.04 ) * reflectivity, diffuseColor.rgb, metalnessFactor );
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