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Specular Energy Conservation fix #16476
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Specular Energy Conservation fix #16476
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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/16476/merge/index.html#WGZLGJ#4600 Links to test babylon tools with this snapshot: https://playground.babylonjs.com/?snapshot=refs/pull/16476/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/16476/merge#BCU1XR#0 |
You have changed file(s) that made possible changes to the sandbox. https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/SANDBOX/refs/pull/16476/merge/ |
You have made possible changes to the playground. https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/PLAYGROUND/refs/pull/16476/merge/ The snapshot playground with the CDN snapshot (only when available): Note that neither Babylon scenes nor textures are uploaded to the snapshot directory, so some playgrounds won't work correctly. |
Visualization tests for WebGPU |
WebGL2 visualization test reporter: |
You have changed file(s) that made possible changes to the sandbox. https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/SANDBOX/refs/pull/16476/merge/ |
You have made possible changes to the playground. https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/PLAYGROUND/refs/pull/16476/merge/ The snapshot playground with the CDN snapshot (only when available): Note that neither Babylon scenes nor textures are uploaded to the snapshot directory, so some playgrounds won't work correctly. |
WebGL2 visualization test reporter: |
Visualization tests for WebGPU |
Okay, I was starting to work on supporting the OpenPBR specular model (coloured specular right out to F90 and then, after that, texturable IOR and the F82 model for conductors). However, right away, I noticed that the current diffuse/specular logic isn't correct for dielectrics. We multiply the diffuse part by F0, leaving too much energy at glancing angles.
Here's a furnace test where metallic increases from left to right and metallicF0Factor increases from bottom to top.

This PR eliminates this completely.

I've only touched the metallic workflow (I think) as this is all that's applicable to OpenPBR compatibility (and that's my current focus). Before I continue further, I'd like to hear some feedback as I've made some other changes.
reflectivityColor
is used to storemetallic
,roughness
andior
whilemetallicReflectanceFactors
is used to store the reflectivity colour. I basically just swapped these as it makes a lot for sense to me. Please let me know if this is a problem.pbrBlockFinalLitComponents
.https://playground.babylonjs.com/?snapshot=refs/pull/16476/merge#KQYNYS#10