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Fade out SSR with roughness so that it doesn't show at high roughness amounts #69828

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merged 1 commit into from
Dec 13, 2022

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clayjohn
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@clayjohn clayjohn commented Dec 9, 2022

Fixes: #66285

This is an ad hoc change to visually match the output of ReflectionProbes, SDFGI, and VoxelGI.

Roughness: 1

Before:

Screenshot from 2022-12-09 12-57-55

After:

Screenshot from 2022-12-09 13-20-11

Roughness: 0.5

You'll notice at 0.5 roughness SSR now starts to fade out

Before:

Screenshot from 2022-12-09 12-57-50

After:

Screenshot from 2022-12-09 13-20-05

Roughness: 0.0 (no change)

Before:

Screenshot from 2022-12-09 12-57-45

After:

Screenshot from 2022-12-09 13-20-00

@clayjohn clayjohn added this to the 4.0 milestone Dec 9, 2022
@clayjohn clayjohn requested a review from a team as a code owner December 9, 2022 21:21
@clayjohn clayjohn requested a review from BastiaanOlij December 9, 2022 21:21
@Calinou
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Calinou commented Dec 9, 2022

It may also be worth adding #56804 into the mix with this PR. With this PR adding roughness fadeout, the roughness cutoff from #56804 could be decreased from 0.75 to 0.7 without losing quality (or possibly even more if you're willing to have some visible artifacting on materials with medium roughness).

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It may also be worth adding #56804 into the mix with this PR. With this PR adding roughness fadeout, the roughness cutoff from #56804 could be decreased from 0.75 to 0.7 without losing quality (or possibly even more if you're willing to have some visible artifacting on materials with medium roughness).

Thats a good idea, I'll comment on #56804 with the changes needed

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Seems like a good way to do this

@akien-mga akien-mga merged commit 4bfd21b into godotengine:master Dec 13, 2022
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Thanks!

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Opacity of SSR unaffected by material roughness
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