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fix(extended materials): fix complex material specular math#1327

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doodlum merged 1 commit into
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cm-fix-3
Jul 28, 2025
Merged

fix(extended materials): fix complex material specular math#1327
doodlum merged 1 commit into
devfrom
cm-fix-3

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@doodlum doodlum commented Jul 28, 2025

Fix F0 not working on complex material.
Fix complexSpecular being applied twice and wrong space.

Summary by CodeRabbit

  • Refactor
    • Simplified the calculation of specular color for materials with environment mapping.
    • Adjusted how complex specular highlights are derived for extended materials with environment mapping, resulting in more consistent visual results.

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coderabbitai Bot commented Jul 28, 2025

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Review failed

The pull request is closed.

Walkthrough

The pixel shader logic in Lighting.hlsl was updated. The computation of complexSpecular for extended materials with environment mapping now interpolates between 1.0 and baseColor.xyz instead of its previous value. Additionally, the specular color calculation was simplified by removing conditional branches, making it uniform across cases.

Changes

Cohort / File(s) Change Summary
Shader Logic Updates
package/Shaders/Lighting.hlsl
Modified complexSpecular interpolation for environment mapping; simplified and unified specular color calculation by removing conditional branches.

Estimated code review effort

🎯 2 (Simple) | ⏱️ ~8 minutes

Poem

In the land where photons play,
The shaders got a tweak today!
Specular glints now shine the same,
No branching logic in their game.
With colors mixed in fresher ways,
The pixels dance in brighter rays.
🐇✨

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Reviewing files that changed from the base of the PR and between ce2b6f1 and a2c94d1.

📒 Files selected for processing (1)
  • package/Shaders/Lighting.hlsl (1 hunks)
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@doodlum doodlum merged commit 1a89fd8 into dev Jul 28, 2025
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@coderabbitai coderabbitai Bot mentioned this pull request May 12, 2026
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