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
15 KiB
15 KiB