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authorclayjohn <claynjohn@gmail.com>2022-12-09 12:59:51 -0800
committerclayjohn <claynjohn@gmail.com>2022-12-09 12:59:51 -0800
commite6f8c8517c2b1261f887d1aee36db121a49b73e3 (patch)
treecd6c56bf4fe59946621b708946df41c8dfa022b9 /servers
parent907298d673723d7d957c382647dedde66c29ecd2 (diff)
Fade out SSR with roughness so that it doesn't show at high roughness amounts
Diffstat (limited to 'servers')
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl5
1 files changed, 4 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
index 9d8294a7da..a8b2d77718 100644
--- a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
@@ -212,6 +212,9 @@ void main() {
float grad = (steps_taken + 1.0) / float(params.num_steps);
float initial_fade = params.curve_fade_in == 0.0 ? 1.0 : pow(clamp(grad, 0.0, 1.0), params.curve_fade_in);
float fade = pow(clamp(1.0 - grad, 0.0, 1.0), params.distance_fade) * initial_fade;
+ // 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);
final_pos = pos;
vec4 final_color;
@@ -246,7 +249,7 @@ void main() {
#endif // MODE_ROUGH
- final_color = vec4(imageLoad(source_diffuse, ivec2(final_pos - 0.5)).rgb, fade * margin_blend);
+ final_color = vec4(imageLoad(source_diffuse, ivec2(final_pos - 0.5)).rgb, fade * margin_blend * roughness_fade);
// Schlick term.
float metallic = texelFetch(source_metallic, ssC << 1, 0).w;