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[7.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). #21

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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 @@ -41,6 +41,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed path validation when creating new volume profile (case 1229933)
- Fixed various object leaks in HDRP.
- Fix for assertion triggering sometimes when saving a newly created lit shader graph (case 1230996)
- Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

### Changed
- Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history.
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Original file line number Diff line number Diff line change
Expand Up @@ -1710,7 +1710,12 @@ 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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