-
Notifications
You must be signed in to change notification settings - Fork 242
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Is DEBUG_METALLIC_ROUGHNESS used? #600
Is DEBUG_METALLIC_ROUGHNESS used? #600
Comments
Seems like we missed this after the shader refactoring last year which made this debug channel obsolete. |
Great. Is it obsolete because now there is a separate metallic and roughness option? |
There were only specular and diffuse values in the old simplified shader code. And the contributions of the different PBR features/extensions were added. Therefore, the contribution of metallic roughness could be shown easily. Now we strictly follow the BRDF diagrams from the spec (and the modifications extensions apply to this diagram) Therefore, it does not really make sense to have a debug channel for the metallic roughness contribution, since it is also effected by other extensions. |
This option is listed in debugOutputMapping, but
mr.METALLIC_ROUGHNESS
is actually undefined.There is also some code in
pbr.frag
referring to it but it doesn't do much:Maybe it used to be there and got partially removed?
The option is not available to select on the UI (only metallic and roughness separately).
I would think either the option should be added to the UI + the shader code (if it's useful to visualize both metallic and roughness at the same time), or probably simpler to just remove it from everywhere.
The text was updated successfully, but these errors were encountered: