Quoted By:
My notes to myself about this:
It might not actually be a problem for calculated 'fresnel minimum' to be above 1; in fact, the problem might be that for smooth materials, a specular color limited to 1 can't reach a high fresnel minimum. Like, if specular color is 1, and surface is roughest possible, it should just be like a white diffuse color, so 'fresnel minimum' is just 1 and for any other combination of settings (if color is limited to 1) it will be less than 1.
So I don't think it's enough to just say that "specular power of 50 means it's perfectly shiny, even though the the specular highlight is still relatively large instead of a super-bright point". We would still want a 'specular color' above 1 here; we just wouldn't need it to be infinite. So can you specify a color above 1 in model properties? If not, how should a shader interpret it?~