Cubemap-seam is obvious to the reflection

Is it the problem of the prefilter-cubemap itself or fixseams not working for the shader ?

What do you think, @Mr_F?

Shouldn’t happen. What device/OS/browser?

win10
chrome 63.0.3239.132

@Mr_F I guess maybe the prefiltered-cubemaps themselves have seams at some high roughness, thus reflection gets seams too.

Not really - on DX11/comparable GL version/latest Android cubemaps should have filtering between faces enabled. On DX9/old devices we use special shader tricks to fix this problem manually.

Can you copy your Unmasked Renderer from http://webglreport.com/ ?

@Mr_F
Platform: Win32
Browser User Agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/64.0.3282.140 Safari/537.36
Context Name: webgl
GL Version: WebGL 1.0 (OpenGL ES 2.0 Chromium)
Shading Language Version: WebGL GLSL ES 1.0 (OpenGL ES GLSL ES 1.0 Chromium)
Vendor: WebKit
Renderer: WebKit WebGL
Unmasked Vendor: Google Inc.
Unmasked Renderer: ANGLE (NVIDIA GeForce GTX 750 Ti Direct3D11 vs_5_0 ps_5_0)
Antialiasing: Available
ANGLE: Yes, D3D11
Major Performance Caveat: No
Vertex Shader
Max Vertex Attributes: 16
Max Vertex Uniform Vectors: 4096
Max Vertex Texture Image Units: 16
Max Varying Vectors: 30
Best float precision: [-2127, 2127] (23)
Transform Feedback
Coming in WebGL 2
Rasterizer
Aliased Line Width Range: [1, 1]
Aliased Point Size Range: [1, 1024]
Fragment Shader
Max Fragment Uniform Vectors: 1024
Max Texture Image Units: 16
float/int precision: highp/highp
Best float precision: [-2127, 2127] (23)
Framebuffer
Max Color Buffers: 8
RGBA Bits: [8, 8, 8, 8]
Depth / Stencil Bits: [24, 8]
Max Render Buffer Size: 16384
Max Viewport Dimensions: [16384, 16384]
Textures
Max Texture Size: 16384
Max Cube Map Texture Size: 16384
Max Combined Texture Image Units: 32
Max Anisotropy: 16
Uniform Buffers
Coming in WebGL 2
Supported Extensions:
ANGLE_instanced_arrays
EXT_blend_minmax
EXT_color_buffer_half_float
EXT_disjoint_timer_query
EXT_frag_depth
EXT_shader_texture_lod
EXT_texture_filter_anisotropic
WEBKIT_EXT_texture_filter_anisotropic
EXT_sRGB
OES_element_index_uint
OES_standard_derivatives
OES_texture_float
OES_texture_float_linear
OES_texture_half_float
OES_texture_half_float_linear
OES_vertex_array_object
WEBGL_color_buffer_float
WEBGL_compressed_texture_s3tc
WEBKIT_WEBGL_compressed_texture_s3tc
WEBGL_compressed_texture_s3tc_srgb
WEBGL_debug_renderer_info
WEBGL_debug_shaders
WEBGL_depth_texture
WEBKIT_WEBGL_depth_texture
WEBGL_draw_buffers
WEBGL_lose_context
WEBKIT_WEBGL_lose_context

https://playcanvas.com/project/534754/overview/seams

1 Like

Yeah, weird, I see the problem. I’ll see what I can do. As a temporary workaround try this (put it in the initialize function of any script):

pc.shaderChunks.fixCubemapSeamsStretchPS = pc.shaderChunks.fixCubemapSeamsNonePS