From 7bdea93497836388facc97d70e6d8e959ef38737 Mon Sep 17 00:00:00 2001 From: clayjohn Date: Sun, 8 Aug 2021 19:43:48 -0700 Subject: [PATCH] Add horizon specular occlusion --- .../rendering/renderer_rd/shaders/scene_forward_clustered.glsl | 2 ++ servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl | 2 ++ 2 files changed, 4 insertions(+) diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index b3a349c9480d..41977a38df0f 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -907,6 +907,8 @@ void main() { specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY + float horizon = min(1.0 + dot(ref_vec, normal), 1.0); + specular_light *= horizon * horizon; specular_light *= scene_data.ambient_light_color_energy.a; } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index 70900a847ceb..18204680fac1 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -843,6 +843,8 @@ void main() { specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY + float horizon = min(1.0 + dot(ref_vec, normal), 1.0); + specular_light *= horizon * horizon; specular_light *= scene_data.ambient_light_color_energy.a; }