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@@ -1022,14 +1022,15 @@ namespace AZ
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rayTracingFeatureProcessor->SetMesh(m_objectId, m_model->GetModelAsset()->GetId(), subMeshes);
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}
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- void ModelDataInstance::SetIrradianceData(RayTracingFeatureProcessor::SubMesh& subMesh,
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- const Data::Instance<RPI::Material> material, const Data::Instance<RPI::Image> baseColorImage)
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+ void ModelDataInstance::SetIrradianceData(
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+ RayTracingFeatureProcessor::SubMesh& subMesh,
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+ const Data::Instance<RPI::Material> material,
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+ const Data::Instance<RPI::Image> baseColorImage)
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{
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RPI::MaterialPropertyIndex propertyIndex;
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- // Default to manual color, so we work properly with legacy materials that don't contain
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- // the irradianceColorSource enum, but have their old irradiance.color transformed to
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- // irradiance.manualColor through the 'versionUpdates' rules:
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+ // Default to manual color, in case the material type doesn't have the concept of
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+ // manual vs. automatic irradiance color.
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AZ::Name irradianceColorSource = AZ::Name("Manual");
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propertyIndex = material->FindPropertyIndex(AZ::Name("irradiance.irradianceColorSource"));
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if (propertyIndex.IsValid())
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