diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl index 7358324d0eb..5386dfc4a33 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl @@ -89,7 +89,7 @@ vec3 F_brdf_multi_scatter(vec3 f0, vec3 f90, vec2 lut) float Ess = lut.x + lut.y; float Ems = 1.0 - Ess; - vec3 Favg = f0 + (1.0 - f0) / 21.0; + vec3 Favg = f0 + (f90 - f0) / 21.0; /* The original paper uses `FssEss * radiance + Fms*Ems * irradiance`, but * "A Journey Through Implementing Multiscattering BRDFs and Area Lights" by Steve McAuley diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl index d8f4937f53b..3bceebed194 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl @@ -295,7 +295,7 @@ vec3 F_brdf_multi_scatter(vec3 f0, vec3 f90, vec2 lut) float Ess = lut.x + lut.y; float Ems = 1.0 - Ess; - vec3 Favg = f0 + (1.0 - f0) / 21.0; + vec3 Favg = f0 + (f90 - f0) / 21.0; /* The original paper uses `FssEss * radiance + Fms*Ems * irradiance`, but * "A Journey Through Implementing Multiscattering BRDFs and Area Lights" by Steve McAuley