[Bf-blender-cvs] [c009b09f125] blender2.8: Eevee: Fix Clearcoat intensity

Clément Foucault noreply at git.blender.org
Wed Aug 8 21:38:03 CEST 2018


Commit: c009b09f125853c66da3d6c0cdb53b8d2334b556
Author: Clément Foucault
Date:   Wed Aug 8 20:15:00 2018 +0200
Branches: blender2.8
https://developer.blender.org/rBc009b09f125853c66da3d6c0cdb53b8d2334b556

Eevee: Fix Clearcoat intensity

===================================================================

M	source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl

===================================================================

diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
index c2e45ebb879..c31fa166634 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -230,7 +230,7 @@ void CLOSURE_NAME(
 	#endif
 
 	#ifdef CLOSURE_CLEARCOAT
-		out_spec_clear += l_color_vis * light_specular(ld, ltc_mat_clear, C_N, V, l_vector) * C_intensity * ld.l_spec;
+		out_spec_clear += l_color_vis * light_specular(ld, ltc_mat_clear, C_N, V, l_vector) * ld.l_spec;
 	#endif
 	}
 
@@ -241,8 +241,8 @@ void CLOSURE_NAME(
 
 #ifdef CLOSURE_CLEARCOAT
 	vec3 brdf_lut_lamps_clear = texture(utilTex, vec3(lut_uv_clear, 1.0)).rgb;
-	out_spec_clear *= F_area(f0, brdf_lut_lamps_clear.xy) * brdf_lut_lamps_clear.z;
-	out_spec += out_spec_clear;
+	out_spec_clear *= F_area(vec3(0.04), brdf_lut_lamps_clear.xy) * brdf_lut_lamps_clear.z;
+	out_spec += out_spec_clear * C_intensity;
 #endif
 
 	/* ---------------------------------------------------------------- */
@@ -432,7 +432,7 @@ void CLOSURE_NAME(
 	NV = dot(C_N, V);
 	vec2 C_uv = lut_coords(NV, C_roughness);
 	vec2 C_brdf_lut = texture(utilTex, vec3(C_uv, 1.0)).rg;
-	vec3 C_fresnel = F_ibl(vec3(0.04), brdf_lut) * specular_occlusion(NV, final_ao, C_roughness);
+	vec3 C_fresnel = F_ibl(vec3(0.04), C_brdf_lut) * specular_occlusion(NV, final_ao, C_roughness);
 
 	out_spec += C_spec_accum.rgb * C_fresnel * C_intensity;
 #endif



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