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Use transformed roughness instead of raw roughness to calculate roughness fade in SSR #95438

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merged 1 commit into from
Aug 16, 2024

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clayjohn
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Fixes: #95388

#86316 changed the way we store roughness in the normal_roughness buffer. We can't use the buffer value directly. In the SSR shader we calculate the transformed roughness at the top, but we mistakenly continued to read from the non-transformed roughness for calculating the roughness_fade.

@clayjohn clayjohn added bug topic:rendering regression cherrypick:4.3 Considered for cherry-picking into a future 4.3.x release labels Aug 12, 2024
@clayjohn clayjohn added this to the 4.4 milestone Aug 12, 2024
@clayjohn clayjohn requested a review from a team as a code owner August 12, 2024 19:06
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@Calinou Calinou left a comment

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Tested locally, it works as expected with all antialiasing methods.

@akien-mga akien-mga merged commit afbcd08 into godotengine:master Aug 16, 2024
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Thanks!

@clayjohn clayjohn deleted the SSR-roughness-fix branch August 19, 2024 18:53
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Cherry-picked for 4.3.1.

@akien-mga akien-mga removed the cherrypick:4.3 Considered for cherry-picking into a future 4.3.x release label Sep 16, 2024
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Screen-space reflections won't show on skinned meshes unless FSR 2.2 is enabled
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