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Fix base color and reflectivity calculations for PBR materials #12043

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Jun 25, 2024
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1 change: 1 addition & 0 deletions CHANGES.md
Original file line number Diff line number Diff line change
Expand Up @@ -14,6 +14,7 @@

##### Fixes :wrench:

- Fixed diffuse color calculation for PBR materials. Many models will now appear slightly brighter. This also fixes an [issue affecting the KHR_materials_specular extension](https://github.com/CesiumGS/cesium/issues/12041). [#12043](https://github.com/CesiumGS/cesium/pull/12043)
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Even though they were fixed in one PR, I would suggest listing this as two different items. The former (Fixed diffuse color calculation for PBR materials) can link to the PR. The later (fixes an issue affecting the KHR_materials_specular extension) can link to the issue.

- Fixed issue where Entities would not use a custom ellipsoid. [#3543](https://github.com/CesiumGS/cesium/issues/3543)

##### Breaking Changes :mega:
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Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,7 @@
* @name czm_modelMaterial
* @glslStruct
*
* @property {vec4} baseColor The base color of the material.
* @property {vec3} diffuse Incoming light that scatters evenly in all directions.
* @property {float} alpha Alpha of this material. 0.0 is completely transparent; 1.0 is completely opaque.
* @property {vec3} specular Color of reflected light at normal incidence in PBR materials. This is sometimes referred to as f0 in the literature.
Expand All @@ -19,6 +20,7 @@
* @property {vec3} emissive Light emitted by the material equally in all directions. The default is vec3(0.0), which emits no light.
*/
struct czm_modelMaterial {
vec4 baseColor;
vec3 diffuse;
float alpha;
vec3 specular;
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7 changes: 4 additions & 3 deletions packages/engine/Source/Shaders/Model/MaterialStageFS.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -296,12 +296,12 @@ float setMetallicRoughness(inout czm_modelMaterial material)

// dielectrics use f0 = 0.04, metals use albedo as f0
const vec3 REFLECTANCE_DIELECTRIC = vec3(0.04);
vec3 f0 = mix(REFLECTANCE_DIELECTRIC, material.diffuse, metalness);
vec3 f0 = mix(REFLECTANCE_DIELECTRIC, material.baseColor.rgb, metalness);

material.specular = f0;

// diffuse only applies to dielectrics.
material.diffuse = material.diffuse * (1.0 - f0) * (1.0 - metalness);
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material.diffuse = mix(material.baseColor.rgb, vec3(0), metalness);
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Shouldn't this be?

Suggested change
material.diffuse = mix(material.baseColor.rgb, vec3(0), metalness);
material.diffuse = mix(material.baseColor.rgb, vec3(0.0), metalness);


// roughness is authored as perceptual roughness
// square it to get material roughness
Expand Down Expand Up @@ -349,7 +349,7 @@ void setSpecular(inout czm_modelMaterial material, in float metalness)
material.specularWeight = specularWeight;
vec3 f0 = material.specular;
vec3 dielectricSpecularF0 = min(f0 * specularColorFactor, vec3(1.0));
material.specular = mix(dielectricSpecularF0, material.diffuse, metalness);
material.specular = mix(dielectricSpecularF0, material.baseColor.rgb, metalness);
}
#endif
#ifdef USE_ANISOTROPY
Expand Down Expand Up @@ -458,6 +458,7 @@ void materialStage(inout czm_modelMaterial material, ProcessedAttributes attribu
baseColorWithAlpha *= color;
#endif

material.baseColor = baseColorWithAlpha;
material.diffuse = baseColorWithAlpha.rgb;
material.alpha = baseColorWithAlpha.a;

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