-
Notifications
You must be signed in to change notification settings - Fork 3.5k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
PBR materials: Fix refraction color calculation #16357
Conversation
Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
Snapshot stored with reference name: Test environment: To test a playground add it to the URL, for example: https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/refs/pull/16357/merge/index.html#WGZLGJ#4600 Links to test babylon tools with this snapshot: https://playground.babylonjs.com/?snapshot=refs/pull/16357/merge To test the snapshot in the playground with a playground ID add it after the snapshot query string: https://playground.babylonjs.com/?snapshot=refs/pull/16357/merge#BCU1XR#0 |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Is vLightingIntensity.z already factored in ?
Pull request was converted to draft
Visualization tests for WebGPU |
WebGL2 visualization test reporter: |
Discussed with Seb, it's not the way to fix it. I will probably do another fix. |
In replacement of #16357. The inspector's “IBL Intensity” slider now correctly changes the intensity of the IBL and not the intensity of the indirect lighting.
We incorrectly scaled the refraction color with the environment map intensity.
As a result, I reverted #10537, which was the wrong fix.
Note that this is a breaking change, but with limited consequences because it can only occur when
scene.environmentIntensity != 1
and when using refraction in a PBR material.