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

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Aug 16, 2024
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Original file line number Diff line number Diff line change
Expand Up @@ -237,7 +237,7 @@ void main() {

// 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);
float roughness_fade = smoothstep(0.4, 0.7, 1.0 - roughness);

// Schlick term.
float metallic = texelFetch(source_metallic, ssC << 1, 0).w;
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