feat/pbr-shader-pipeline #90
No reviewers
Labels
No labels
atmosphere
clouds
debug
enhancement
foundation
high-priority
integration
low-priority
medium-priority
optimization
pbr
weather
No milestone
No project
No assignees
1 participant
Notifications
Due date
No due date set.
Dependencies
No dependencies set.
Reference
akadmin/NemesisEngine!90
Loading…
Add table
Add a link
Reference in a new issue
No description provided.
Delete branch "feat/pbr-shader-pipeline"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
closes #17
Three related fixes: 1. Disable metallic/roughness sliders when a MR texture is assigned. The texture already encodes per-texel metallic/roughness values; the factors would only globally tint them (advanced use), which is more likely to confuse than help in the common case. 2. Fix the default MR fallback texture from [0,128,0,255] to [0,255,255,255]. glTF: roughness = G channel, metallic = B channel. The old default had B=0, so metallic_factor * 0 = 0 — metallic was always zero regardless of the slider. With all-255 the factors pass through directly (factor * 1.0 = factor) when no texture is set, matching glTF semantics. 3. Auto-reset metallic_factor/roughness_factor to 1.0 when a MR texture is first assigned (before=None → after=Some). The glTF default for both factors is 1.0 ("use texture as-is"); without this a prior metallic_factor=0.0 would zero out the metallic channel of the texture. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>Salt-and-pepper grain with roughness=1.0 confirmed not specular aliasing — root cause is the 100:1 lit/shadow ratio from a single directional light making high-frequency normal-map detail look like noise. Adds a soft sky fill light from the opposing hemisphere (FILL_DIR, 0.6 intensity) to cut that ratio and fill shadow-side column faces. Reduces key light from 3.0 to 2.5 to keep overall exposure balanced. Viewport "Depth" SelectableLabel now shows the current mode ("Shaded" or "Depth") instead of always rendering the string "Depth" regardless of state. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>