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a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset index 50868bb1018..fd0e16213ae 100644 --- a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset @@ -284,6 +284,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/GraphicTests/Scenes/2x_Lighting/2211_Probes_Specular.unity guid: e67192984ee3d6b44a17da02cda1f17a + - enabled: 1 + path: Assets/GraphicTests/Scenes/2x_Lighting/2222_ReflectionProbeDistanceBased.unity + guid: edecbcde87e543140b1f4e2ffe510a3c - enabled: 1 path: Assets/GraphicTests/Scenes/2x_Lighting/2220_SmoothPlanarReflection.unity guid: d4a7e5df537f6b0468c09ce661d8791d diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 6b0844a03ee..776cb94e3ef 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -57,6 +57,7 @@ The version number for this package has increased due to a version update of a r - Removed green coloration of the UV on the DecalProjector gizmo. - Now the DXR wizard displays the name of the target asset that needs to be changed. - Standardized naming for the option regarding Transparent objects being able to receive Screen Space Reflections. +- Making the reflection and refractions of cubemaps distance based. ## [10.1.0] - 2020-10-12 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md index f6f0ec338fa..941b63d1dfd 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md @@ -171,7 +171,7 @@ HDRP supports the Illuminating Engineering Society's (IES) file format for descr ![](Images/HDRPFeatures-ReflectionProbes.png) -HDRP supports cubemap reflections that take surface smoothness into account. This helps you produce realistic reflections in your Scene in real time. For more information, see the [introduction to Reflection Probes](Reflection-Probes-Intro.md) +HDRP supports cubemap reflections that take surface smoothness into account. HDRP cubemap reflection support a fake distance based roughness. This helps you produce realistic reflections in your Scene in real time. For more information, see the [introduction to Reflection Probes](Reflection-Probes-Intro.md) ### Planar reflection probe diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/DistanceBaseRoughness-Feature.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/DistanceBaseRoughness-Feature.png new file mode 100644 index 00000000000..e7d9696877b --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/DistanceBaseRoughness-Feature.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:8a092ff675ef82c2eaec1ce4d108da66539d33617aa8e12af388c863a0883ef7 +size 1216911 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2020.1-to-2020.2.md b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2020.1-to-2020.2.md index 790bcdaf38a..1cff036d47f 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2020.1-to-2020.2.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2020.1-to-2020.2.md @@ -184,6 +184,9 @@ This reduced the number of shader variant. In case of custom shader it can be re From 10.x, HDRP includes a new optimization for [Planar Reflection Probes](Planar-Reflection-Probe.md). Now, when a shader samples a probe's environment map, it samples from mip level 0 if the LightData.roughReflections parameter is enabled (has a value of 1.0). You must update your custom shaders to take this behavior into account. For example, the call in the Lit shader has been updated to: `float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, R, PerceptualRoughnessToMipmapLevel(preLightData.iblPerceptualRoughness) * lightData.roughReflections, lightData.rangeCompressionFactorCompensation, posInput.positionNDC);` +In addition a new functionality for to fake distance based roughness have been added on Reflection Probe and a new helper function have been introduce. The precedent code is finnaly rewrite as +`float4 preLD = SampleEnvWithDistanceBaseRoughness(lightLoopContext, posInput, lightData, R, preLightData.iblPerceptualRoughness, intersectionDistance);` +in the Lit shader. `intersectionDistance` is the return parameter of the EvaluateLight_EnvIntersection() function. From 10.x, HDRP uses range remapping for the metallic property when using a mask map. In the Lit, LitTessellation, LayeredLit and LayeredLitTesselation shaders, two new properties have been added: `_MetallicRemapMin` and `_MetallicRemapMax`. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/whats-new-10.md b/com.unity.render-pipelines.high-definition/Documentation~/whats-new-10.md index fcdb4fddfa3..7e99eda0d7c 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/whats-new-10.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/whats-new-10.md @@ -205,6 +205,12 @@ HDRP, being a high-end modern renderer, contains a lot of compute shader passes. Planar reflection probe filtering is a process that combines the result of planar reflection and surfaces smoothness. Up until this version, the implementation for planar reflection probe filtering did not always produce results of fantastic quality. This version of HDRP includes a new implementation that is closer to being physically-based and improves on the image quality significantly. +### Fake distance based roughness for reflection probe + +![](Images/DistanceBaseRoughness-Feature.png) + +Reflection Probe can now fake the increasing preceive bluriness of a surface reflection with distance from the object. + ### Screen space reflection [Screen Space Reflection](Override-Screen-Space-Reflection.md) effect always use the color pyramid generate after the Before Refraction transparent pass. Thus the color buffer only includes transparent GameObjects that use the **BeforeRefraction** [Rendering Pass](Surface-Type.md). diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl index d261c7b1e44..539b2b145f4 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl @@ -525,7 +525,18 @@ SHADOW_TYPE EvaluateShadow_RectArea( LightLoopContext lightLoopContext, Position // Environment map share function #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/VolumeProjection.hlsl" -void EvaluateLight_EnvIntersection(float3 positionWS, float3 normalWS, EnvLightData light, int influenceShapeType, inout float3 R, inout float weight) +// From Moving Frostbite to PBR document +// This function fakes the roughness based integration of reflection probes by adjusting the roughness value +float ComputeDistanceBaseRoughness(float distIntersectionToShadedPoint, float distIntersectionToProbeCenter, float perceptualRoughness) +{ + float newPerceptualRoughness = clamp(distIntersectionToShadedPoint / distIntersectionToProbeCenter * perceptualRoughness, 0, perceptualRoughness); + return lerp(newPerceptualRoughness, perceptualRoughness, perceptualRoughness); +} + +// return projectionDistance, can be used in ComputeDistanceBaseRoughness formula +// return in R the unormalized corrected direction which is used to fetch cubemap but also its length represent the distance of the capture point to the intersection +// Length R can be reuse as a parameter of ComputeDistanceBaseRoughness for distIntersectionToProbeCenter +float EvaluateLight_EnvIntersection(float3 positionWS, float3 normalWS, EnvLightData light, int influenceShapeType, inout float3 R, inout float weight) { // Guideline for reflection volume: In HDRenderPipeline we separate the projection volume (the proxy of the scene) from the influence volume (what pixel on the screen is affected) // However we add the constrain that the shape of the projection and influence volume is the same (i.e if we have a sphere shape projection volume, we have a shape influence). @@ -567,6 +578,20 @@ void EvaluateLight_EnvIntersection(float3 positionWS, float3 normalWS, EnvLightD // Smooth weighting weight = Smoothstep01(weight); weight *= light.weight; + + return projectionDistance; +} + +// Call SampleEnv function with distance based roughness +float4 SampleEnvWithDistanceBaseRoughness(LightLoopContext lightLoopContext, PositionInputs posInput, EnvLightData lightData, float3 R, float perceptualRoughness, float intersectionDistance, int sliceIdx = 0) +{ + // Only apply distance based roughness for non-sky reflection probe + if (lightLoopContext.sampleReflection == SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES && IsEnvIndexCubemap(lightData.envIndex)) + { + perceptualRoughness = ComputeDistanceBaseRoughness(intersectionDistance, length(R), perceptualRoughness); + } + + return SampleEnv(lightLoopContext, lightData.envIndex, R, PerceptualRoughnessToMipmapLevel(perceptualRoughness) * lightData.roughReflections, lightData.rangeCompressionFactorCompensation, posInput.positionNDC, sliceIdx); } void InversePreExposeSsrLighting(inout float4 ssrLighting) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl index e64640c6b65..f07497ec0c5 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl @@ -2530,7 +2530,7 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, envSamplingDirForBottomLayer = GetModifiedEnvSamplingDir(lightData, bsdfData.clearcoatNormalWS, preLightData.iblDominantDirectionWS_BottomLobeOnTop, preLightData.iblPerceptualRoughness, NdotV); // Note: using _influenceShapeType and projectionShapeType instead of (lightData|proxyData).shapeType allow to make compiler optimization in case the type is know (like for sky) - EvaluateLight_EnvIntersection(positionWS, bsdfData.clearcoatNormalWS, lightData, _influenceShapeType, envSamplingDirForBottomLayer, weight); + float intersectionDistance = EvaluateLight_EnvIntersection(positionWS, bsdfData.clearcoatNormalWS, lightData, _influenceShapeType, envSamplingDirForBottomLayer, weight); // ...here the normal is only used for normal fading mode of the influence volume. // Another problem with having even two fetch directions is the reflection hierarchy that only supports one weight. @@ -2543,7 +2543,7 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, // changes the direction vs the coat.) // Sample the pre-integrated environment lighting - float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, envSamplingDirForBottomLayer, PerceptualRoughnessToMipmapLevel(preLightData.iblPerceptualRoughness) * lightData.roughReflections, lightData.rangeCompressionFactorCompensation, posInput.positionNDC); + float4 preLD = SampleEnvWithDistanceBaseRoughness(lightLoopContext, posInput, lightData, envSamplingDirForBottomLayer, preLightData.iblPerceptualRoughness, intersectionDistance); weight *= preLD.w; // Used by planar reflection to discard pixel envLighting = GetSpecularIndirectDimmer() * preLightData.specularFGD * preLD.xyz; @@ -2559,7 +2559,7 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, // for BRDFColor and flakes, see GetPreLightData. // Note: we don't use GetModifiedEnvSamplingDir() per lobe here, and see comment above about reflection hierarchy. - EvaluateLight_EnvIntersection(positionWS, bsdfData.clearcoatNormalWS, lightData, _influenceShapeType, envSamplingDirForBottomLayer, weight); + float intersectionDistance = EvaluateLight_EnvIntersection(positionWS, bsdfData.clearcoatNormalWS, lightData, _influenceShapeType, envSamplingDirForBottomLayer, weight); #if USE_COOK_TORRANCE_MULTI_LOBES @@ -2568,10 +2568,9 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, float probeSkipFactor = 1; for (uint lobeIndex = 0; lobeIndex < CARPAINT2_LOBE_COUNT; lobeIndex++) { - float coeff = _CarPaint2_CTCoeffs[lobeIndex]; + float coeff = _CarPaint2_CTCoeffs[lobeIndex]; - float lobeMipLevel = PerceptualRoughnessToMipmapLevel(preLightData.iblPerceptualRoughness[lobeIndex]) * lightData.roughReflections; - float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, envSamplingDirForBottomLayer, lobeMipLevel, lightData.rangeCompressionFactorCompensation, posInput.positionNDC); + float4 preLD = SampleEnvWithDistanceBaseRoughness(lightLoopContext, posInput, lightData, envSamplingDirForBottomLayer, preLightData.iblPerceptualRoughness[lobeIndex], intersectionDistance); //todotodo: try removing coeff envLighting += coeff * GetCarPaintSpecularFGDForLobe(preLightData, lobeIndex) * preLD.xyz; @@ -2597,7 +2596,7 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, // Single lobe approach // We computed an average mip level stored in preLightData.iblPerceptualRoughness that we use for all CT lobes // Sample the actual environment lighting - float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, envSamplingDirForBottomLayer, PerceptualRoughnessToMipmapLevel(preLightData.iblPerceptualRoughness) * lightData.roughReflections, lightData.rangeCompressionFactorCompensation, posInput.positionNDC); + float4 preLD = SampleEnvWithDistanceBaseRoughness(lightLoopContext, posInput, lightData, envSamplingDirForBottomLayer, preLightData.iblPerceptualRoughness, intersectionDistance); float3 envLighting; envLighting = preLightData.specularCTFGDSingleLobe * GetSpecularIndirectDimmer(); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Eye/Eye.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Eye/Eye.hlsl index 95ad28f1316..f1609102420 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Eye/Eye.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Eye/Eye.hlsl @@ -769,11 +769,11 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, float3 R = preLightData.iblR; // Note: using influenceShapeType and projectionShapeType instead of (lightData|proxyData).shapeType allow to make compiler optimization in case the type is know (like for sky) - EvaluateLight_EnvIntersection(positionWS, bsdfData.normalWS, lightData, influenceShapeType, R, weight); + float intersectionDistance = EvaluateLight_EnvIntersection(positionWS, bsdfData.normalWS, lightData, influenceShapeType, R, weight); float3 F = preLightData.specularFGD; - float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, R, PerceptualRoughnessToMipmapLevel(preLightData.iblPerceptualRoughness) * lightData.roughReflections, lightData.rangeCompressionFactorCompensation, posInput.positionNDC); + float4 preLD = SampleEnvWithDistanceBaseRoughness(lightLoopContext, posInput, lightData, R, preLightData.iblPerceptualRoughness, intersectionDistance); weight *= preLD.a; // Used by planar reflection to discard pixel envLighting = F * preLD.rgb; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.hlsl index 13a130c8501..4b7204ef079 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.hlsl @@ -621,7 +621,7 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, float3 R = preLightData.iblR; // Note: using influenceShapeType and projectionShapeType instead of (lightData|proxyData).shapeType allow to make compiler optimization in case the type is know (like for sky) - EvaluateLight_EnvIntersection(positionWS, bsdfData.normalWS, lightData, influenceShapeType, R, weight); + float intersectionDistance = EvaluateLight_EnvIntersection(positionWS, bsdfData.normalWS, lightData, influenceShapeType, R, weight); // If it is a silk, we need to use the GGX convolution (slice0), otherwise the charlie convolution (slice1) int sliceIndex = 0; @@ -630,7 +630,7 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, sliceIndex = _EnvSliceSize - 1; } - float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, R, PerceptualRoughnessToMipmapLevel(preLightData.iblPerceptualRoughness) * lightData.roughReflections, lightData.rangeCompressionFactorCompensation, posInput.positionNDC, sliceIndex); + float4 preLD = SampleEnvWithDistanceBaseRoughness(lightLoopContext, posInput, lightData, R, preLightData.iblPerceptualRoughness, intersectionDistance, sliceIndex); weight *= preLD.a; // Used by planar reflection to discard pixel envLighting = preLightData.specularFGD * preLD.rgb; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.hlsl index 6a983aa4559..956d873f3a3 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.hlsl @@ -565,9 +565,9 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, float3 R = preLightData.iblR; // Note: using influenceShapeType and projectionShapeType instead of (lightData|proxyData).shapeType allow to make compiler optimization in case the type is know (like for sky) - EvaluateLight_EnvIntersection(positionWS, bsdfData.normalWS, lightData, influenceShapeType, R, weight); + float intersectionDistance = EvaluateLight_EnvIntersection(positionWS, bsdfData.normalWS, lightData, influenceShapeType, R, weight); - float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, R, PerceptualRoughnessToMipmapLevel(preLightData.iblPerceptualRoughness) * lightData.roughReflections, lightData.rangeCompressionFactorCompensation, posInput.positionNDC); + float4 preLD = SampleEnvWithDistanceBaseRoughness(lightLoopContext, posInput, lightData, R, preLightData.iblPerceptualRoughness, intersectionDistance); weight *= preLD.a; // Used by planar reflection to discard pixel envLighting = preLightData.specularFGD * preLD.rgb; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl index a4db7238426..d24468613cf 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl @@ -1880,7 +1880,6 @@ IndirectLighting EvaluateBSDF_ScreenspaceRefraction(LightLoopContext lightLoopCo //----------------------------------------------------------------------------- // EvaluateBSDF_Env // ---------------------------------------------------------------------------- - // _preIntegratedFGD and _CubemapLD are unique for each BRDF IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, float3 V, PositionInputs posInput, @@ -1938,7 +1937,7 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, } // Note: using influenceShapeType and projectionShapeType instead of (lightData|proxyData).shapeType allow to make compiler optimization in case the type is know (like for sky) - EvaluateLight_EnvIntersection(positionWS, bsdfData.normalWS, lightData, influenceShapeType, R, weight); + float intersectionDistance = EvaluateLight_EnvIntersection(positionWS, bsdfData.normalWS, lightData, influenceShapeType, R, weight); // Don't do clear coating for refraction float3 coatR = preLightData.coatIblR; @@ -1950,7 +1949,7 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, float3 F = preLightData.specularFGD; - float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, R, PerceptualRoughnessToMipmapLevel(preLightData.iblPerceptualRoughness) * lightData.roughReflections, lightData.rangeCompressionFactorCompensation, posInput.positionNDC); + float4 preLD = SampleEnvWithDistanceBaseRoughness(lightLoopContext, posInput, lightData, R, preLightData.iblPerceptualRoughness, intersectionDistance); weight *= preLD.a; // Used by planar reflection to discard pixel if (GPUImageBasedLightingType == GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/SimpleLit.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/SimpleLit.hlsl index 3014fd6a13e..e743606f7b4 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/SimpleLit.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/SimpleLit.hlsl @@ -417,6 +417,7 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, EvaluateLight_EnvIntersection(posInput.positionWS, bsdfData.normalWS, lightData, influenceShapeType, R, weight); + // No distance based roughness for simple lit float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, R, PerceptualRoughnessToMipmapLevel(preLightData.iblPerceptualRoughness) * lightData.roughReflections, lightData.rangeCompressionFactorCompensation, posInput.positionNDC); weight *= preLD.a; // Used by planar reflection to discard pixel diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLit.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLit.hlsl index 0b968b3c69e..b075888907a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLit.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLit.hlsl @@ -4348,9 +4348,9 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, R[i] = lerp(R[i], preLightData.iblR[i], saturate(smoothstep(0, 1, roughness * roughness))); } - EvaluateLight_EnvIntersection(positionWS, normal, lightData, influenceShapeType, R[i], tempWeight[i]); + float intersectionDistance = EvaluateLight_EnvIntersection(positionWS, normal, lightData, influenceShapeType, R[i], tempWeight[i]); - float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, R[i], PerceptualRoughnessToMipmapLevel(preLightData.iblPerceptualRoughness[i]) * lightData.roughReflections, lightData.rangeCompressionFactorCompensation, posInput.positionNDC); + float4 preLD = SampleEnvWithDistanceBaseRoughness(lightLoopContext, posInput, lightData, R[i], preLightData.iblPerceptualRoughness[i], intersectionDistance); // Used by planar reflection to discard pixel: tempWeight[i] *= preLD.a;