diff --git a/effects/terrain.fx b/effects/terrain.fx index 3c38bea6db..0a12e351d4 100644 --- a/effects/terrain.fx +++ b/effects/terrain.fx @@ -1352,7 +1352,7 @@ float4 DecalsPS( VS_OUTPUT inV, uniform bool inShadows) : COLOR float3 color; // We want the decals to behave consistently with the rest of the ground if (ShaderUsesPbrRendering()) { - color = PBR(inV, decalAlbedo.rgb, normal, 1-decalSpec.r, waterDepth); + color = PBR(inV, decalAlbedo.rgb, normal, 0.9 * (1-decalSpec.r), waterDepth); } else { color = CalculateLighting(normal, inV.mTexWT.xyz, decalAlbedo.xyz, decalSpec.r, waterDepth, inV.mShadow, inShadows).xyz; }