Explorar el Código

Bugfix: Non-compute SH computations will now properly accumulate SH coefficients, resulting in correct indirect lighting calculations

BearishSun hace 8 años
padre
commit
52db9da338

BIN
Data/Engine/Shaders/IrradianceAccumulateCubeSH.bsl.asset


BIN
Data/Engine/Shaders/IrradianceAccumulateSH.bsl.asset


BIN
Data/Engine/Shaders/IrradianceComputeSHFrag.bsl.asset


+ 1 - 1
Data/Raw/Engine/Shaders/IrradianceAccumulateSH.bsl

@@ -42,7 +42,7 @@ technique IrradianceAccumulateSH
 				sum += value;
 			}
 			
-			return sum / 4.0f;
+			return sum;
 		}
 	};
 };

+ 1 - 1
Data/Raw/Engine/Shaders/IrradianceComputeSHFrag.bsl

@@ -38,7 +38,7 @@ technique IrradianceComputeSHFrag
 			
 			SHVector shBasis = SHBasis(dir);
 			float3 radiance = gInputTex.SampleLevel(gInputSamp, dir, 0).rgb;
-						
+												
 			float4 output;
 			output.r = shBasis.v[gCoeffIdx] * radiance.r * weight;
 			output.g = shBasis.v[gCoeffIdx] * radiance.g * weight;