[Bug] Refraction breaks at roughness != 0 #32

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opened 2025-04-04 09:24:40 +00:00 by TriVoxel · 2 comments

Description

If refraction is not equal to 0, the shader breaks:

life_is_rough.png

Pictured above: Roughness set to 0.5 causes total blackout. Values between 0 and 0.5 mix the refraction with black

Solution

Ideally, we sample per-pixel and blur the refraction in rough areas. To keep this performant, we can render blurry refractions at a lower resolution so we don't need to blur as many pixels. This may improve performance. At minimum, we need a way to blend to a blurred refraction.

## Description If refraction is not equal to 0, the shader breaks: ![life_is_rough.png](/attachments/80204d0d-7aa8-4e1c-9a1e-1b91593bd753) _Pictured above: Roughness set to 0.5 causes total blackout. Values between 0 and 0.5 mix the refraction with black_ ## Solution Ideally, we sample per-pixel and blur the refraction in rough areas. To keep this performant, we can render blurry refractions at a lower resolution so we don't need to blur as many pixels. This may improve performance. At minimum, we need a way to blend to a blurred refraction.
Owner
Fixed in https://dev.leenkx.com/LeenkxTeam/LNXSDK/commit/1f52eed66c41cadd8920e215470505e93c50d2b3 https://dev.leenkx.com/LeenkxTeam/LNXSDK/commit/489057018efa4ae910d6df5b4297d45063602be4
Author

In my testing, this is still an issue with the OpenGL backend of Krom on Linux as of April 4, 2025. Re-opening.

In my testing, this is still an issue with the OpenGL backend of Krom on Linux as of April 4, 2025. Re-opening.
TriVoxel reopened this issue 2025-04-04 21:28:58 +00:00
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Reference: LeenkxTeam/LNXSDK#32
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