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Having blur/roughness calculated by per pixel roughness but also affected by ray distance (like UE4 does) would be amazing. Doesn't need to be fully physically correct I guess.
The text was updated successfully, but these errors were encountered:
Having blur/roughness calculated by per pixel roughness but also affected by ray distance (like UE4 does) would be amazing. Doesn't need to be fully physically correct I guess.
The text was updated successfully, but these errors were encountered: