Change specularAmbientOcclusion from boolean to enum (#2352)
The user can now choose amongst 3 specular AO methods: - None, specAO is off - Simple, specAO is inferred from roughness and diffuse AO - Bent normals, specAO is computed accurately from cone intersections The last method is more expensive but produces the best results. This change also fixes a few issues: - Rename materialRefraction() and materialRefractionType() for consistency - Fixes user time in shaders
This commit is contained in:
@@ -242,7 +242,7 @@ Material* createMaterial(Engine* engine, const MaterialKey& config, const UvMap&
|
||||
MaterialBuilder builder = MaterialBuilder()
|
||||
.name(name)
|
||||
.flipUV(false)
|
||||
.specularAmbientOcclusion(true)
|
||||
.specularAmbientOcclusion(MaterialBuilder::SpecularAmbientOcclusion::SIMPLE)
|
||||
.material(shader.c_str())
|
||||
.doubleSided(config.doubleSided)
|
||||
.targetApi(filamat::targetApiFromBackend(engine->getBackend()));
|
||||
|
||||
Reference in New Issue
Block a user