Prevent SSR from getting affected by specular occlusion.#114727
Prevent SSR from getting affected by specular occlusion.#114727akien-mga merged 1 commit intogodotengine:masterfrom
Conversation
clayjohn
left a comment
There was a problem hiding this comment.
Looks great, thanks!
For future reference, the root of the problem is that specular occlusion without bent normals relies on the ambient color to darken specular areas. The assumption is twofold:
- That either lightmaps, or SSAO, Baked AO, or diffuse GI are being used and
- That overall brightness of diffuse is a good approximation for specular occlusion
Obviously there will be many causes where both assumptions are false.
In any case, we decided that specular occlusion is never a good idea for SSR since SSR has more information and is able to handle occlusion much better anyway.
Specular occlusion still applies to other sources of specular lighting like IBL, ReflectionProbes and specular GI. It may only make sense to apply specular occlusion to ReflectionProbes and IBL in the future. We need to evaluate if specular occlusion actually enhances VoxelGI sharp reflections or SDFGI sharp reflections.
|
Thanks! |
…fter-specular-occlusion Prevent SSR from getting affected by specular occlusion.
Closes #113227.
Supersedes #114244.
We decided in the rendering meeting that this is incorrect behavior and should be fixed.