Adding a factor for alpha affecting specular in the standard and enhanced pbr materials (#1474)
* Adding a factor for how much alpha should affect specular to standard and enhanced pbr. Currently blended and tinted transparency always assume that the geometry represents the surface, and the surface may just be transparent like glass. In this model, specular is unnaffected by alpha - perfectly clear glass still reflects light and obeys the Fresnel factor. However alpha may also represent the absence of a surface entirely for mateirals where cut-out alpha is a bad fit because of subpixel detail, like hair or cob webs. This change addresses that by allowing the alpha to also affect specular reflection if desired. * Adding material for ASV test.monroegm-disable-blank-issue-2
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{
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"description": "",
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"materialType": "Materials/Types/StandardPBR.materialtype",
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"parentMaterial": "",
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"propertyLayoutVersion": 3,
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"properties": {
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"baseColor": {
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"color": [
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0.5906767249107361,
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1.0,
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0.11703670024871826,
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1.0
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],
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"textureMap": "Textures/Default/default_basecolor.tif"
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},
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"opacity": {
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"alphaSource": "Split",
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"factor": 0.75,
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"mode": "Blended",
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"textureMap": "TestData/Textures/checker8x8_gray_512.png",
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"alphaAffectsSpecular": 1.0
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}
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}
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}
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