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How to convert phong to roughness?

source sfm tf2 shader material texture npr pbr

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AwesomeGuy64

AwesomeGuy64

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How do I systematically and automatically convert phong exponent and specularity into a GGX roughness value and intensity in a non-light conserving way that accurately lines up with the original shader? I've been looking for a mathematical function I can do with shader nodes, but I can't seem to get it to work.







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