@@ -404,6 +404,6 @@ float4 computeForwardProbes(Surface surface,
//final diffuse color
float3 diffuse = kD * irradiance * surface.baseColor.rgb;
float4 finalColor = float4(diffuse + specular, 1);
-
+//finalColor.rgb += abs(surface.N);
return finalColor;
}
@@ -198,5 +198,6 @@ float4 main(PFXVertToPix IN) : SV_TARGET
float4 finalColor = float4(diffuse + specular * surface.ao, 1.0);