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Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). #18

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Apr 16, 2020
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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -533,6 +533,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed null reference when processing lightprobe (case 1235285)
- Fix issue causing wrong planar reflection rendering when more than one camera is present.
- Fix black screen in XR when HDRP package is present but not used.
- Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

### Changed
- Color buffer pyramid is not allocated anymore if neither refraction nor distortion are enabled
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Original file line number Diff line number Diff line change
Expand Up @@ -1749,7 +1749,12 @@ IndirectLighting EvaluateBSDF_ScreenSpaceReflection(PositionInputs posInput,
ApplyScreenSpaceReflectionWeight(ssrLighting);

// TODO: we should multiply all indirect lighting by the FGD value only ONCE.
lighting.specularReflected = ssrLighting.rgb * preLightData.specularFGD;
// In case this material has a clear coat, we shou not be using the specularFGD. The condition for it is a combination
// of a materia feature and the coat mask.
float clampedNdotV = ClampNdotV(preLightData.NdotV);
lighting.specularReflected = ssrLighting.rgb * (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_CLEAR_COAT) ?
lerp(preLightData.specularFGD, F_Schlick(CLEAR_COAT_F0, clampedNdotV), bsdfData.coatMask)
: preLightData.specularFGD);
reflectionHierarchyWeight = ssrLighting.a;

return lighting;
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