forked from Rowland/EG
40 lines
1.5 KiB
YAML
40 lines
1.5 KiB
YAML
# Roughness-only PBR effect
|
|
# This effect specifically handles roughness textures correctly
|
|
# Ensures roughness texture is not confused with diffuse texture
|
|
|
|
fragment:
|
|
defines: |
|
|
#define USE_ROUGHNESS_TEXTURE_ONLY 1
|
|
#define DONT_FETCH_DEFAULT_TEXTURES 0
|
|
|
|
inout: |
|
|
uniform sampler2D p3d_Texture3; // Roughness texture only
|
|
|
|
material: |
|
|
// Only handle roughness texture, ignore others to avoid confusion
|
|
#if USE_ROUGHNESS_TEXTURE_ONLY
|
|
// Sample roughness from p3d_Texture3
|
|
float sampled_roughness = texture(p3d_Texture3, texcoord).x;
|
|
|
|
// Apply roughness: material_roughness * texture_value
|
|
// This gives Blender-like behavior
|
|
m.roughness = mInput.roughness * sampled_roughness;
|
|
|
|
// Ensure minimum roughness to avoid rendering issues
|
|
m.roughness = max(m.roughness, 0.01);
|
|
|
|
// Keep other properties from material (no texture interference)
|
|
m.basecolor = mInput.color; // Use material color, not texture
|
|
m.metallic = mInput.metallic;
|
|
m.specular_ior = mInput.specular_ior;
|
|
m.shading_model_param0 = mInput.arbitrary0;
|
|
|
|
#else
|
|
// Fallback to material values only
|
|
m.basecolor = mInput.color;
|
|
m.roughness = mInput.roughness;
|
|
m.metallic = mInput.metallic;
|
|
m.specular_ior = mInput.specular_ior;
|
|
m.shading_model_param0 = mInput.arbitrary0;
|
|
#endif
|