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14 changes: 9 additions & 5 deletions package/Shaders/Lighting.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -1172,8 +1172,9 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace
bool PBRParallax = false;
[branch] if ((PBRFlags & PBR::Flags::HasFeatureTexture0) != 0)
{
sampledCoatColor = TexRimSoftLightWorldMapOverlaySampler.Sample(SampRimSoftLightWorldMapOverlaySampler, uv);
sampledCoatColor.rgb = Color::Diffuse(sampledCoatColor.rgb);
float4 sampledCoatProperties = TexRimSoftLightWorldMapOverlaySampler.Sample(SampRimSoftLightWorldMapOverlaySampler, uv);
sampledCoatColor.rgb *= Color::Diffuse(sampledCoatProperties.rgb);
sampledCoatColor.a *= sampledCoatProperties.a;
}
[branch] if (SharedData::extendedMaterialSettings.EnableParallax && (PBRFlags & PBR::Flags::HasDisplacement) != 0)
{
Expand Down Expand Up @@ -1929,7 +1930,8 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace
# if defined(TRUE_PBR) && !defined(LANDSCAPE) && !defined(LODLANDSCAPE)
[branch] if ((PBRFlags & PBR::Flags::InterlayerParallax) != 0)
{
refractedDirLightDirection = -refract(-DirLightDirection, coatModelNormal, eta);
if (dot(DirLightDirection, coatModelNormal) > 0)
refractedDirLightDirection = -refract(-DirLightDirection, coatModelNormal, eta);
}
# endif

Expand Down Expand Up @@ -2070,7 +2072,8 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace
# if !defined(LANDSCAPE) && !defined(LODLANDSCAPE)
[branch] if ((PBRFlags & PBR::Flags::InterlayerParallax) != 0)
{
refractedLightDirection = -refract(-normalizedLightDirection, coatModelNormal, eta);
if (dot(normalizedLightDirection, coatModelNormal) > 0)
refractedLightDirection = -refract(-normalizedLightDirection, coatModelNormal, eta);
}
# endif
PBR::LightProperties lightProperties = PBR::InitLightProperties(lightColor, lightShadow, 1);
Expand Down Expand Up @@ -2174,7 +2177,8 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace
# if defined(TRUE_PBR) && !defined(LANDSCAPE) && !defined(LODLANDSCAPE)
[branch] if ((PBRFlags & PBR::Flags::InterlayerParallax) != 0)
{
refractedLightDirection = -refract(-normalizedLightDirection, coatWorldNormal, eta);
if (dot(normalizedLightDirection, coatWorldNormal) > 0)
refractedLightDirection = -refract(-normalizedLightDirection, coatWorldNormal, eta);
}
# endif

Expand Down