Hey guys, i'm at it again!!! Working on a pbr shader based on the GGX formula that are floating around. Been looking at both UE4 and The Order 1866 tech papers. Everything seems to be going smoothly apart from one thing: the specular hot-spot only appears where the camera is, ie: it follows the camera around, when i would…
I'm not a tech but i'll give my feedback First of all fixed alpha = _GlossTest;alpha *= alpha;float alpha2 = alpha * alpha; Seems suspicious as alpha2 = pow(alpha,4) with this. Then SpecCol is not divided by 4(n · l)(n · v) (as in the UE4 Paper) It should be like this.float3 SpecCol = ( saturate(calcSpecular(alpha2, NoH) /…