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A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behaviorC-Code-QualityA section of code that is hard to understand or changeA section of code that is hard to understand or changeD-ModestA "normal" level of difficulty; suitable for simple features or challenging fixesA "normal" level of difficulty; suitable for simple features or challenging fixesS-Ready-For-ImplementationThis issue is ready for an implementation PR. Go for it!This issue is ready for an implementation PR. Go for it!
Description
We should be using only non-perceptual roughness in shader code.
It makes the code less confusing, and hopefully saves registers.
Iirc I think the only things using it are the F_AB split-sum approximation that we copied from Unreal, and environment_map.wgsl (which might make sense to keep as perceptual roughness).
EDIT: I'm not confident that F_AB is even meant to be using linear roughness.
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behaviorC-Code-QualityA section of code that is hard to understand or changeA section of code that is hard to understand or changeD-ModestA "normal" level of difficulty; suitable for simple features or challenging fixesA "normal" level of difficulty; suitable for simple features or challenging fixesS-Ready-For-ImplementationThis issue is ready for an implementation PR. Go for it!This issue is ready for an implementation PR. Go for it!