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9 changes: 5 additions & 4 deletions package/Shaders/Lighting.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -2306,7 +2306,7 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace : SV_IsFrontFace)
# if defined(WETNESS_EFFECTS)
// Initialize wetness parameters
float wetness = 0.0;
float3 wetnessNormal = worldNormal;
float3 wetnessNormal = vertexNormal.xyz;

// Calculate shore wetness factors
float wetnessDistToWater = abs(input.WorldPosition.z - waterHeight);
Expand All @@ -2315,7 +2315,7 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace : SV_IsFrontFace)

// Calculate wetness angle and occlusion
float minWetnessValue = SharedData::wetnessEffectsSettings.MinRainWetness;
float minWetnessAngle = saturate(max(minWetnessValue, worldNormal.z));
float minWetnessAngle = saturate(max(minWetnessValue, vertexNormal.z));
# if defined(SKYLIGHTING)
float wetnessOcclusion = inWorld ? saturate(SphericalHarmonics::Unproject(skylightingSH, float3(0, 0, 1))) : 0.0;
# else
Expand All @@ -2337,7 +2337,7 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace : SV_IsFrontFace)
# else
float3 ripplePosition = !FrameBuffer::FrameParams.y ? input.ModelPosition.xyz : input.WorldPosition.xyz + FrameBuffer::CameraPosAdjust[eyeIndex].xyz;
# endif
raindropInfo = WetnessEffects::GetRainDrops(ripplePosition, SharedData::wetnessEffectsSettings.Time, worldNormal, flatnessAmount);
raindropInfo = WetnessEffects::GetRainDrops(ripplePosition, SharedData::wetnessEffectsSettings.Time, wetnessNormal, flatnessAmount);
}

// Calculate different wetness types
Expand Down Expand Up @@ -2366,6 +2366,7 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace : SV_IsFrontFace)

// Apply occlusion and distance factors
puddle *= saturate(wetnessOcclusion * 2.0) * nearFactor;
wetnessNormal = lerp(worldNormal.xyz, wetnessNormal, saturate(puddle));

// Calculate wetness glossiness factors
float wetnessGlossinessAlbedo = max(puddle, shoreFactorAlbedo * SharedData::wetnessEffectsSettings.MaxShoreWetness);
Expand Down Expand Up @@ -3170,7 +3171,7 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace : SV_IsFrontFace)
indirectLobeWeights.specular += wetnessReflectance;
if (waterRoughnessSpecular < 1) {
screenSpaceNormal = lerp(screenSpaceNormal, normalize(FrameBuffer::WorldToView(wetnessNormal, false, eyeIndex)), saturate(wetnessGlossinessSpecular));
material.Roughness = lerp(material.Roughness, waterRoughnessSpecular, wetnessReflectance.x);
material.Roughness = lerp(material.Roughness, waterRoughnessSpecular, wetnessGlossinessSpecular);
}
# endif

Expand Down