39 lines
1.5 KiB
YAML
39 lines
1.5 KiB
YAML
# PBR effect with direct roughness texture control
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# This effect allows roughness textures to directly control roughness values
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# instead of multiplying with material roughness value
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fragment:
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defines: |
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#define USE_DIRECT_ROUGHNESS_TEXTURE 1
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inout: |
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uniform sampler2D p3d_Texture3; // Roughness texture (direct control)
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material: |
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// Direct roughness texture control
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#if USE_DIRECT_ROUGHNESS_TEXTURE
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// Sample roughness value directly from texture
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float sampled_roughness = texture(p3d_Texture3, texcoord).x;
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// Use texture value directly instead of multiplying
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// This allows the texture to have full control over roughness values
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m.roughness = sampled_roughness;
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// Ensure minimum roughness to avoid rendering issues
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m.roughness = max(m.roughness, 0.01);
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// Debug: Ensure we're using the texture value
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// White areas = 1.0 (fully rough)
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// Gray areas = 0.5 (semi-rough)
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// Black areas = 0.01 (smooth, but not zero to avoid issues)
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#else
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// Fallback to material roughness value
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m.roughness = mInput.roughness;
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#endif
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// Keep all other properties unchanged for stability
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m.basecolor = mInput.color;
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m.metallic = mInput.metallic;
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m.specular_ior = mInput.specular_ior;
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m.shading_model_param0 = mInput.arbitrary0;
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