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output ibl to it's own namedtexture, flipped the result back onto the stack post-calc to stop it polluting the backbuffer for all other render passes

Azaezel 6 年之前
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528bb8740c
共有 1 個文件被更改,包括 21 次插入1 次删除
  1. 21 1
      Templates/Full/game/core/scripts/client/lighting/advanced/shaders.cs

+ 21 - 1
Templates/Full/game/core/scripts/client/lighting/advanced/shaders.cs

@@ -353,6 +353,26 @@ singleton PostEffect( reflectionProbeArrayPostFX )
    texture[1] = "#color";
    texture[2] = "#matinfo";
    texture[3] = "core/art/pbr/brdfTexture.dds";
+   targetClearColor = "0 0 0 0";
+   targetClear = PFXTargetClear_OnDraw;
+   targetFormat = "GFXFormatR16G16B16A16F";
+   target = "#iblBuffer";
    
-   target = "AL_FormatToken";
+};
+singleton PostEffect( IBLFlipPostFX )
+{
+   // Do not allow the selection effect to work in reflection 
+   // passes by default so we don't do the extra drawing.
+   //allowReflectPass = false;
+                  
+   renderTime = "PFXAfterBin";
+   renderBin = "ProbeBin";
+   renderPriority = 9998;
+   isEnabled = true;
+
+   shader = PFX_PassthruShader;
+   stateBlock = PFX_DefaultStateBlock;
+
+   texture[0] = "#iblBuffer";
+   targetFormat = AL_FormatToken.format;
 };