Hi.I'm writing PBR shader, and i have strange problem. In traditional shading, i'm using opacity parameter to specify the amount of transparency color, with the help of lspline function.
result_transparency_color = lspline(opacity, {0,0,0}, {1,1,1} - transp_color, {1,1,1});
In the examples below:
opacity = 0,5
transp_color = {0,1,0}
Everything works fine in micropoly engine, but with pbr something going wrong.
Maybe PBR calculates opacity a little bit different ?
Any ideas would be helpful.