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Fix lightmap dynamic objects with physical lights

Juan Manuel Costello 1 周之前
父節點
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5dc25db6da

+ 1 - 1
drivers/gles3/shaders/scene.glsl

@@ -2104,7 +2104,7 @@ void main() {
 								 c3 * lightmap_captures[6].rgb * (3.0 * wnormal.z * wnormal.z - 1.0) +
 								 c2 * lightmap_captures[7].rgb * wnormal.x * wnormal.z +
 								 c4 * lightmap_captures[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y)) *
-				scene_data.emissive_exposure_normalization;
+				scene_data.IBL_exposure_normalization;
 	}
 #else
 #ifdef USE_LIGHTMAP

+ 1 - 1
servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl

@@ -1719,7 +1719,7 @@ void fragment_shader(in SceneData scene_data) {
 								 c[3] * lightmap_captures.data[index].sh[6].rgb * (3.0 * wnormal.z * wnormal.z - 1.0) +
 								 c[2] * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
 								 c[4] * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y)) *
-				scene_data.emissive_exposure_normalization;
+				scene_data.IBL_exposure_normalization;
 
 	} else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
 		bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);

+ 1 - 1
servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl

@@ -1628,7 +1628,7 @@ void main() {
 				half(0.429043) // l2p2 			sqrt(15.0/(16.0*PI))* PI*1.0/4.0
 		);
 
-		half norm = half(scene_data.emissive_exposure_normalization);
+		half norm = half(scene_data.IBL_exposure_normalization);
 		ambient_light += c[0] * hvec3(lightmap_captures.data[index].sh[0].rgb) * norm;
 		ambient_light += c[1] * hvec3(lightmap_captures.data[index].sh[1].rgb) * wnormal.y * norm;
 		ambient_light += c[1] * hvec3(lightmap_captures.data[index].sh[2].rgb) * wnormal.z * norm;