修改\Epic Games\UE_4.23\Engine\Shaders\Private\DeferredLightingCommon.usf 文件下的GetDynamicLighting()函數:
LightAccumulator_Add( LightAccumulator, Lighting.Diffuse + Lighting.Specular, Lighting.Diffuse, LightColor * LightMask * Shadow.SurfaceShadow, bNeedsSeparateSubsurfaceLightAccumulation );
if ( GBuffer.Roughness <= 0.0412f )
{
LightAccumulator_Add( LightAccumulator, Lighting.Diffuse, Lighting.Diffuse, LightColor * LightMask * Shadow.SurfaceShadow, bNeedsSeparateSubsurfaceLightAccumulation );
}
else
{
LightAccumulator_Add( LightAccumulator, Lighting.Diffuse + Lighting.Specular, Lighting.Diffuse, LightColor * LightMask * Shadow.SurfaceShadow, bNeedsSeparateSubsurfaceLightAccumulation );
}