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Missing metallitic and roughness map for screen space reflection? #23247
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/ping @gonnavis |
Hello @Pannic17 . I tried it, but currently too difficult for me to correctly integrate pbr, I need to have a deeper understanding of pbr to complete this feature. |
Thanks @gonnavis, your code helped a lot. Base on your new pr and I just found that in SSRShader, the wrong channel of metalness map was used to generate ssr. |
Thanks! I'll check. |
When using ssr pass in postprocessing, I noticed whatever the object added to the scene, the reflection of each mesh renders either very high or just none. Is there any ways or support for applying metalness map and roughness map to the ssr pass for pbr?
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