From b0540f8189d28da66c143c5de961deaba7a86f17 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Thu, 1 Jun 2023 20:15:35 -0500 Subject: DRTVWR-559 Rebalance PBR against Blinn-Phong. --- indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl | 4 ++-- indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl | 2 +- indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 1 - 3 files changed, 3 insertions(+), 4 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 55e45ce0af..c8eaba6418 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -387,7 +387,7 @@ vec3 pbrIbl(vec3 diffuseColor, { // retrieve a scale and bias to F0. See [1], Figure 3 vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough); - vec3 diffuseLight = irradiance*1.25; //magic 1.25 to balance with legacy materials + vec3 diffuseLight = irradiance; vec3 specularLight = radiance; vec3 diffuse = diffuseLight * diffuseColor; @@ -563,7 +563,7 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 ibl_spec; color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness, ibl_spec); - color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), specContrib) * sunlit * 3.9 * scol; //magic number to balance with legacy materials + color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), specContrib) * sunlit * 3.0 * scol; //magic number to balance with legacy materials specContrib *= sunlit * 2.75 * scol; specContrib += ibl_spec; diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index 9ac106149e..d678973515 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -152,7 +152,7 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, // spot*spot => GL_SPOT_EXPONENT=2 float spot_atten = spot*spot; - vec3 intensity = spot_atten * dist_atten * lightColor * 3.9; //magic number to balance with legacy materials + vec3 intensity = spot_atten * dist_atten * lightColor * 3.0; //magic number to balance with legacy materials vec3 speccol; color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv, speccol); diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 53c5b1b801..409b46218b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -203,7 +203,6 @@ void main() calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor); vec3 v = -normalize(pos.xyz); - color = vec3(1,0,1); color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten); if (do_atmospherics) -- cgit v1.2.3