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Adjusted roughness aspect on specular reflection of sky box to more closely match Unity's PBR look especially on high roughness values
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@ -41,7 +41,7 @@ vec3 evalAmbientSpecularIrradiance(LightAmbient ambient, SurfaceData surface) {
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<@if supportAmbientMap@>
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{
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float levels = getLightAmbientMapNumMips(ambient);
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float m = 12.0 / (1.0+5.0*surface.roughness);
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float m = 12.0 / (1.0+11.0*surface.roughness);
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float lod = levels - m;
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lod = max(lod, 0);
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specularLight = evalSkyboxLight(lightDir, lod).xyz;
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