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Diffuse Color input from metal/rough seems to be too energy conservative in the implementation section #1945

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sebavan opened this issue Feb 16, 2021 · 3 comments · Fixed by #2022

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@sebavan
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sebavan commented Feb 16, 2021

From this section of the spec: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#metal-brdf-and-dielectric-brdf

image

It looks like we are applying an energy conservation factor to compute the diffuse color whereas it is already embedded into the fresnel term.

Looking into other implementation, I do not seem to be able to find this term anywhere.

cc: @bghgary , @romainguy

@romainguy
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romainguy commented Feb 16, 2021 via email

@bghgary
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bghgary commented Feb 17, 2021

This most certainly came from me. I've been looking all over my notes and I can't explain why this term is here. My notes (lack of notes)/email suggests that this terms comes from my investigations into Unity, but I can't find this term in the Unity shader sources. I think this term is likely a mistake.

@bghgary
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bghgary commented Feb 17, 2021

For reference: #810

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3 participants