Started by WAS, August 23, 2018, 01:52:38 pm
Quote from: Matt on September 04, 2018, 04:28:04 pmThe Water Shader adjusts roughness using extra knowledge that it has about the fractal displacement, wind patches, and distance from camera. It isn't really possible to exactly replicate this when the displacement is separate from the reflection shader.
Quote from: Matt on September 04, 2018, 08:17:25 pmIn the Reflective Shader the "horizon shift" is hardcoded to 0.5. But the actual effect varies with the specular roughness, so if you want to adjust this effect you can do it by changing the specular roughness. However, this is as far as it can go. The Water Shader takes it further by modulating the roughness according to (A) the wind patch effect and (B) the size of the waves with respect to the micropolygon size in world space. The Reflective Shader can't do this because it doesn't know anything about the waves.
Quote from: WASasquatch on September 04, 2018, 08:48:08 pmYou said it's hard coded, what if it was a slider based on the geometry supplied?
Quote from: Matt on September 04, 2018, 11:14:37 pmQuote from: WASasquatch on September 04, 2018, 08:48:08 pmYou said it's hard coded, what if it was a slider based on the geometry supplied?The part that's hardcoded is the part that is constant within a single render anyway, e.g. 0.5. In the Water Shader the only modulation that occurs across the image is roughness modulation, so you can do the same thing by modulating the roughness in the Reflective Shader.
Quote from: Matt on September 05, 2018, 02:55:11 amI see differences but they could be due to perspective. May need to test with the objects in the same place.