message: fix refraction roughness when specular AA is active
diff: @@ -162,6 +162,9 @@ void getRoughnessPixelParams(const MaterialInputs material, inout PixelParams pi
  float perceptualRoughness = material.roughness;
  #endif
  + // This is used by the refraction code and must be saved before we apply specular AA
  + pixel.perceptualRoughnessUnclamped = perceptualRoughness;
  +
  #if defined(GEOMETRIC_SPECULAR_AA)
  perceptualRoughness = normalFiltering(perceptualRoughness, getWorldGeometricNormalVector());
  #endif
  @@ -174,7 +177,6 @@ void getRoughnessPixelParams(const MaterialInputs material, inout PixelParams pi
  perceptualRoughness = mix(perceptualRoughness, basePerceptualRoughness, pixel.clearCoat);
  #endif
  - pixel.perceptualRoughnessUnclamped = perceptualRoughness;
  // Clamp the roughness to a minimum value to avoid divisions by 0 during lighting
  pixel.perceptualRoughness = clamp(perceptualRoughness, MIN_PERCEPTUAL_ROUGHNESS, 1.0);
  // Remaps the roughness to a perceptually linear roughness (roughness^2)
  