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How accurate is this method for dictating reflectivity?

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First off, ill show the GLSL code:

Lighting = mix(texture(Skyboxes[int((1.0f - Roughness) * 8)], R).rgb * Color, Lighting, Roughness);


I have 9 pre-filtered sky boxes for the reflection passed to the fragment shader. So first i choose which skybox to use with "texture(Skyboxes[int((1.0f - Roughness) * 8)], R).rgb". And the Lighting variable is the fragment color after applying the lighting (none PBR). And, again i use Roughness to mix between the two.

However, im doubting its accuracy. When you look into a mirror, you only see the reflection, not the "Color" of the mirror. If i remove the '* Color', it doesnt look right.

Edited by Jim70