diff --git a/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl b/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl index 49883408aef27e6989e830aaa8f3221220dbfa33..75cbe1bf47e728c468f6e14211d6e6b0b186689b 100644 --- a/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl @@ -1,4 +1,4 @@ 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 ) * reflectivity, diffuseColor.rgb, metalnessFactor ); +material.specularColor = mix( vec3( 0.08 ) * reflectivity, diffuseColor.rgb, metalnessFactor );