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
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@@ -362,7 +362,7 @@ static void setup(Engine* engine, View* view, Scene* scene) {
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.name("DefaultMaterial")
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.material(shader.c_str())
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.multiBounceAmbientOcclusion(true)
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.specularAmbientOcclusion(true)
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.specularAmbientOcclusion(MaterialBuilder::SpecularAmbientOcclusion::BENT_NORMALS)
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.shading(Shading::LIT);
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if (hasUV) {
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