Skip to content

Remove perceptual_roughness from shader code #22263

@JMS55

Description

@JMS55

We should be using only non-perceptual roughness in shader code.

It makes the code less confusing, and hopefully saves registers.

Iirc I think the only things using it are the F_AB split-sum approximation that we copied from Unreal, and environment_map.wgsl (which might make sense to keep as perceptual roughness).

EDIT: I'm not confident that F_AB is even meant to be using linear roughness.

Metadata

Metadata

Assignees

No one assigned

    Labels

    A-RenderingDrawing game state to the screen

    Type

    No type

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions