Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
ABZU: Move specular highlights to correct depth
The same technique that works in Unity and MGSV to move specular highlights to the accurate depth works in UE4 as well - subtracting separation*convergence from the world space camera position. Similar to Unity, this only fixes some of the specular highlights on the shiny surface, suggesting that some of the highlights are drawn in the forwards pass (and if so, would require all relevant shaders to be modified, or if I can get the constant buffer modification technique to work modifying it there might fix all specular highlights at once). However, the shiny surface I was looking at was a glitch - the shader had seemingly been replaced by a completely unrelated shader. Dumping it with 3DMigoto restored it to the correct shader, but the broken one returned with show_original and by removing the replaced shader. I'm not sure where this came from (it could be a 3DMigoto bug, or possibly even a 3D Vision bug), but I have observed some strange things related to shader management in UE4 games before that this might be related to.
- Loading branch information