From 1e68194f2500055d733ae081884a0ea37705505c Mon Sep 17 00:00:00 2001 From: Cory Petkovsek <632766+TokisanGames@users.noreply.github.com> Date: Thu, 4 Jan 2024 18:44:48 +0700 Subject: [PATCH] Disable specular on debug views. --- src/shaders/debug_views.glsl | 16 ++++++++++++++-- 1 file changed, 14 insertions(+), 2 deletions(-) diff --git a/src/shaders/debug_views.glsl b/src/shaders/debug_views.glsl index 62cc1d0ed..77d1d3a7f 100644 --- a/src/shaders/debug_views.glsl +++ b/src/shaders/debug_views.glsl @@ -13,30 +13,35 @@ R"( vec2 __i = 2.0 * (abs(fract((__p - 0.5 * __w) / 2.0) - 0.5) - abs(fract((__p + 0.5 * __w) / 2.0) - 0.5)) / __w; ALBEDO = vec3((0.5 - 0.5 * __i.x * __i.y) * 0.2 + 0.2); ROUGHNESS = 0.7; + SPECULAR = 0.; NORMAL_MAP = vec3(0.5, 0.5, 1.0); //INSERT: DEBUG_GREY // Show all grey ALBEDO = vec3(0.3); ROUGHNESS = 0.7; + SPECULAR = 0.; NORMAL_MAP = vec3(0.5, 0.5, 1.0); //INSERT: DEBUG_HEIGHTMAP // Show heightmap ALBEDO = vec3(smoothstep(-0.1, 2.0, 0.5 + get_height(UV2)/300.0)); ROUGHNESS = 0.7; + SPECULAR = 0.; NORMAL_MAP = vec3(0.5, 0.5, 1.0); //INSERT: DEBUG_COLORMAP // Show colormap ALBEDO = color_map.rgb; ROUGHNESS = 0.7; + SPECULAR = 0.; NORMAL_MAP = vec3(0.5, 0.5, 1.0); //INSERT: DEBUG_ROUGHMAP // Show roughness map ALBEDO = vec3(color_map.a); ROUGHNESS = 0.7; + SPECULAR = 0.; NORMAL_MAP = vec3(0.5, 0.5, 1.0); //INSERT: DEBUG_CONTROL_TEXTURE @@ -52,7 +57,8 @@ R"( float(mat[2].over) * weights.z + float(mat[3].over) * weights.w )/96.; ALBEDO = vec3(__ctrl_base, __ctrl_over, 0.); - ROUGHNESS = 0.9; + ROUGHNESS = 1.; + SPECULAR = 0.; NORMAL_MAP = vec3(0.5, 0.5, 1.0); //INSERT: DEBUG_CONTROL_BLEND @@ -63,7 +69,8 @@ R"( float(mat[2].blend) * weights.z + float(mat[3].blend) * weights.w ); ALBEDO = vec3(__ctrl_blend); - ROUGHNESS = 1.0; + ROUGHNESS = 1.; + SPECULAR = 0.; NORMAL_MAP = vec3(0.5, 0.5, 1.0); //INSERT: DEBUG_AUTOSHADER @@ -71,23 +78,28 @@ R"( uint __control = texelFetch(_control_maps, __ruv, 0).r; float __autoshader = float( bool(__control & 0x1u) || __ruv.z<0 ); ALBEDO = vec3(__autoshader); + ROUGHNESS = 1.; + SPECULAR = 0.; //INSERT: DEBUG_TEXTURE_HEIGHT // Show height textures ALBEDO = vec3(albedo_height.a); ROUGHNESS = 0.7; + SPECULAR = 0.; NORMAL_MAP = vec3(0.5, 0.5, 1.0); //INSERT: DEBUG_TEXTURE_NORMAL // Show normal map textures ALBEDO = normal_rough.rgb; ROUGHNESS = 0.7; + SPECULAR = 0.; NORMAL_MAP = vec3(0.5, 0.5, 1.0); //INSERT: DEBUG_TEXTURE_ROUGHNESS // Show roughness textures ALBEDO = vec3(normal_rough.a); ROUGHNESS = 0.7; + SPECULAR = 0.; NORMAL_MAP = vec3(0.5, 0.5, 1.0); //INSERT: DEBUG_VERTEX_GRID