I want to get off Mr. Fresnel's wild ride #22501
Merged
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Objective
Solution
Testing
main: fresnel missing entirely
Roughness dependent fresnel: still too bright
Note how this violates the furnace test (reflection is brighter (has more energy) than what it is reflecting):
Fixed existing, boring fresnel: juuuuust right
and this one does not
Bistro
More fresnel than the 0.18 release post, but it seems like a correct amount, considering it lacks any specular occlusion.
Release post

This PR (light intensities different, doesn't affect fresnel)

This PR + SSR - fresnel is further occluded where it should be

As soon as you add specular occlusion with SSR, the fresnel starts to make sense again, occluded objects no longer reflect the envmap in their fresnel reflection. Note the awnings here look bright in shadow because they are catching the envmap, until you turn on SSR which tones this down with specular occlusion.
Note that the fresnel is actually helpful here - without it we wouldn't get this soft reflection of the scooter against the sky (env) on the pavers: