PBR Refraction roughness (blurriness)

Actually it somewhat works but you need to set some sensible values for refractionTexture.lodGenerationScale and refractionTexture.lodGenerationOffset (which are both 0 by default):

1 and -4 are the default values used by the glTF transmission helper.

The formula is: final LOD=LOD_computed_from_roughness*scale+offset.

Of course, as it is using LOD to fake bluriness it may appear blocky and is not very precise, but it works as a crude approximation.

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