PBR materials tinted blue: dark / black materials render as saturated blue (e.g. black clothing shows navy) #872
Labels
No labels
amd
avatars
bug
builder
cannot-reproduce
crash
epic
feature
from-viewer
gl-removal
known-limitation
monitoring
parity
perf
platform
priority
critical
priority
high
priority
low
priority
medium
provenance
rendering
rt
status
in-progress
status
testing
status
up-next
triage
ui
upstream
No milestone
No project
No assignees
1 participant
Notifications
Due date
No due date set.
Dependencies
No dependencies set.
Reference
sky_line/Slipstream#872
Loading…
Add table
Add a link
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Many PBR materials render with a blue tint that the content doesn't have. Example: a top that should be black renders as a clearly saturated navy blue (screenshot below; the black belt and jeans next to it look right, so it isn't a global grade / tonemap shift). Indoors, wooden walls around.
Likely suspects (check in this order)
baseColorFactortreated as linear vs sRGB (or double-converted), emissive picking up a tint, or a bad ORM channel order (glTF: R = occlusion, G = roughness, B = metallic).RenderVKDeferredLighting), RT reflection fallback (#859), SSR.Investigation steps
RenderVKDebugView1 (base colour), 2 (metal/rough/AO), 5 (specular IBL), 6 (diffuse IBL), 3 / 4 (probe radiance / irradiance), 25 (probe blend at the pixel: is the dark-slate default sky probe contributing indoors?), 7 (sun term).Acceptance
Screenshot (shirt should be black):
Owner note: this only affects PBR materials (legacy / Blinn-Phong materials are fine), and it is most likely a pre-existing bug inherited from LL's viewer, not a Vulkan-port regression (to confirm against the official SL viewer). So: compare against LL's PBR shading (probe ambient / IBL, base colour + ORM handling) rather than bisecting our history, and fix it in our own shading per standard PBR practice rather than matching LL.
Owner direction: the fix must not depend on ray tracing. RT GI / probe retirement (#87) may improve this on RT hardware later, but non-RT cards need a fix that works on the raster probe path.
Working hypothesis (owner agrees): sky-probe leakage. Indoors / under cover, the default sky probe (probe0) or outdoor probes get blended into dark PBR surfaces and tint them sky-blue. Candidate non-RT fixes: