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Use properly use non-perceptual roughness when filtering radiance #58418

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merged 1 commit into from
Feb 22, 2022

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Fixes: #56058

I was wrong in my comment. The issue was that we were passing perceptual roughness (sqrt(roughness)) into the cubemap filter code, but the code was expecting regular roughness.

@clayjohn clayjohn added this to the 4.0 milestone Feb 22, 2022
@clayjohn clayjohn requested a review from a team as a code owner February 22, 2022 06:56
@akien-mga akien-mga merged commit bbde473 into godotengine:master Feb 22, 2022
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Thanks!

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Improve roughness consistency between High Quality and Real Time environment sky filtering modes
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