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SurfaceShader: fragment shader wrongly takes texture luminance into account even when AlbedoMix is 0

Open RedImp1470 opened this issue 3 years ago • 0 comments

Fix in FragShards.cs:

vec3 mix = IN.AlbedoMix == 0.0 ? resColor.rgb : mix(resColor.rgb * linearLuminance, texCol.xyz, IN.AlbedoMix);

RedImp1470 avatar Aug 02 '22 11:08 RedImp1470