DimA wrote: ↑Sat Jan 16, 2021 4:36 pm
But is it physically correct to have a separate light color for specular calculation?
It would be a rare phenomenon, probably artificial because someone put a polarized filter at either the light source or camera lens, or could also happen in nature (aurora borealis perhaps?)
But is indeed rare.
It is more likely an artist may want to take advantage of it during a cutscene for artistic purposes
DimA wrote: ↑Sat Jan 16, 2021 4:36 pm
Do we really need to force designers provide two colors for one light source instead of one?
Because we're a graphics engine and not a fully fledged game engine, what you expose to your artist is up to you: you can expose a single colour value in your GUI and force both values to match.
The only question is whether we should add a perf. optimization property in Hlms so that we source from the same variable both spec and diffuse unless explicitly doing otherwise. The most likely answer is yes