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Scrreen space reflections does not seem to actually take roughness into account #49402
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I'm not sure if true rough reflections were ever supported in the True rough reflections are supported in the |
Why is that though? By the way, I googled about rough reflections and found another issue that seem to be the same as this one(#25112) but it's for a beta of 3.1 and at least a year old. Do I close this one or keep it open? |
The high-end renderer in Godot 3.x is more limited than the one in the
Yes, this issue is a duplicate of #25112, so I'll close this one. |
Godot version:
3.3.2
OS/device including version:
NVIDIA GeForce GTX 1660, (dont know how to check driver on windows), GLES3 backend, graphics-related(minor issue)
Issue description:
With SS reflections enabled, Godot does not seem to actually take roughness into account because toggling the option in SS reflections does not seem to change anything. Reflections are clear even though the material have 0 metalness and 1 roughness.
Roughness on:
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Roughness off:

Increased max steps for better visibility:
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Steps to reproduce:
2.1 Create a material for the plane and make the albedo dark. This makes it easier to see the reflections
Minimal reproduction project:
I am unable to upload the .zip file of the project for some reason(see screenshot below) so I uploaded it to Google drive. Alternatively, this issue can be reproduced even on a fresh new project. https://drive.google.com/file/d/1WQf1LtvKwxayaSobqT5LEGSMJxOp7NRG/view?usp=sharing
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