From fa962ff27dd0e4249bc882b432fe70d69c4dab2c Mon Sep 17 00:00:00 2001 From: clayjohn Date: Sun, 8 Aug 2021 15:55:14 -0700 Subject: Make Blinn and Phong specular modes PBR --- .../renderer_rd/shaders/scene_forward_lights_inc.glsl | 12 +++++------- 1 file changed, 5 insertions(+), 7 deletions(-) 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 7039ea2942..c4fbf3b19d 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -208,11 +208,10 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte //normalized blinn float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; - float blinn = pow(cNdotH, shininess) * cNdotL; - blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); - float intensity = blinn; + float blinn = pow(cNdotH, shininess); + blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI)); - specular_light += light_color * intensity * attenuation * specular_amount; + specular_light += light_color * attenuation * specular_amount * blinn * albedo * unpackUnorm4x8(orms).w; #elif defined(SPECULAR_PHONG) @@ -220,10 +219,9 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte float cRdotV = clamp(A + dot(R, V), 0.0, 1.0); float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; float phong = pow(cRdotV, shininess); - phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); - float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75); + phong *= (shininess + 1.0) * (1.0 / (8.0 * M_PI)); - specular_light += light_color * intensity * attenuation * specular_amount; + specular_light += light_color * attenuation * specular_amount * phong * albedo * unpackUnorm4x8(orms).w; #elif defined(SPECULAR_TOON) -- cgit v1.2.3