Improve backscatter color of subsurface scattering in Principled BSDF
Differential Revision: https://developer.blender.org/D2685
This commit is contained in:
@@ -57,8 +57,8 @@ shader node_principled_bsdf(
|
||||
|
||||
if (diffuse_weight > 1e-5) {
|
||||
if (Subsurface > 1e-5) {
|
||||
color Albedo = SubsurfaceColor * Subsurface + BaseColor * (1.0 - Subsurface);
|
||||
BSDF = bssrdf_principled(Normal, Subsurface * SubsurfaceRadius, 0.0, Albedo, Roughness);
|
||||
color mixed_ss_base_color = SubsurfaceColor * Subsurface + BaseColor * (1.0 - Subsurface);
|
||||
BSDF = mixed_ss_base_color * bssrdf_principled(Normal, Subsurface * SubsurfaceRadius, 0.0, SubsurfaceColor, Roughness);
|
||||
} else {
|
||||
BSDF = BaseColor * principled_diffuse(Normal, Roughness);
|
||||
}
|
||||
|
Reference in New Issue
Block a user