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Эх сурвалжийг харах

adjust spherical probe attenuation curve to steepen with to assist with blending

AzaezelX 8 сар өмнө
parent
commit
59d6ec1a0f

+ 1 - 1
Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl

@@ -353,7 +353,7 @@ float defineSphereSpaceInfluence(vec3 wsPosition, vec3 wsProbePosition, float ra
 {
    float3 L = (wsProbePosition.xyz - wsPosition);
    float innerRadius = radius-(radius*atten);
-   float contribution = 1.0-saturate(mix(length(L), radius-innerRadius, atten)/radius);
+   float contribution = 1.0-pow(saturate(length(L)/mix(radius, innerRadius, atten)), M_2PI_F*(1.0-atten));
    return saturate(contribution);
 }
 

+ 1 - 1
Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl

@@ -356,7 +356,7 @@ float defineSphereSpaceInfluence(float3 wsPosition, float3 wsProbePosition, floa
 {
    float3 L = (wsProbePosition.xyz - wsPosition);
    float innerRadius = radius-(radius*atten);
-   float contribution = 1.0-saturate(lerp(length(L), radius-innerRadius, atten)/radius);
+   float contribution = 1.0-pow(saturate(length(L)/lerp(radius, innerRadius, atten)), M_2PI_F*(1.0-atten));
    return saturate(contribution);
 }