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@@ -139,7 +139,7 @@ MaterialDef PBR Lighting {
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Float ExpFog
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Float ExpSqFog
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- Texture2D SunExposureMap
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+ Texture2D SunLightExposureMap
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Boolean UseVertexColorsAsSunIntensity
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Float StaticSunIntensity
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Boolean BrightenIndoorShadows //should be set true when shadows are enabled, in order to prevent areas with low SunExposure from being way too dark when shadows are cast
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@@ -205,7 +205,7 @@ MaterialDef PBR Lighting {
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NUM_MORPH_TARGETS: NumberOfMorphTargets
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NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
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HORIZON_FADE: HorizonFade
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- SUNEXPOSUREMAP : SunExposureMap
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+ EXPOSUREMAP : SunLightExposureMap
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USE_VERTEX_COLORS_AS_SUN_INTENSITY : UseVertexColorsAsSunIntensity
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STATIC_SUN_INTENSITY : StaticSunIntensity
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BRIGHTEN_INDOOR_SHADOWS : BrightenIndoorShadows
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