Fix iridescence energy conservation for mixed materials#32309
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📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
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@sunag Does the TSL port look good to you? |
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Yes, it looks great to me. |
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This was referenced Nov 22, 2025
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Related issue: #31350
Description
This PR fixes an issue where iridescence was not correctly calculated for materials with intermediate metalness values (mixed dielectric/metallic), leading to incorrect energy conservation.
Changes
iridescenceFresnelintoiridescenceFresnelDielectricandiridescenceFresnelMetallicin thePhysicalMaterialstruct.lights_fragment_begin.glsl.jsto calculate these separately using specularColor (0.04) and diffuseColor (base color) respectively.lights_physical_pars_fragment.glsl.jsto use the correct Fresnel term for dielectric and metallic paths inRE_IndirectSpecular_Physical.WebGPURendererinsrc/nodes/functions/PhysicalLightingModel.js, splittingiridescenceFresnelandiridescenceF0calculation and usage.This aligns the behavior with Khronos glTF expectations and fixes the issue reported in #31350.
(Solved in a single prompt using https://antigravity.google/ with Gemini 3.0)