diff options
Diffstat (limited to 'servers/rendering/renderer_rd')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl | 5 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl | 3 |
2 files changed, 6 insertions, 2 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; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index ba31b9c6dd..b30b0c8169 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -134,7 +134,8 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte #endif #if defined(LIGHT_RIM_USED) - float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0)); + // Epsilon min to prevent pow(0, 0) singularity which results in undefined behavior. + float rim_light = pow(max(1e-4, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0)); diffuse_light += rim_light * rim * mix(vec3(1.0), albedo, rim_tint) * light_color; #endif |