Fix shader warning

This commit is contained in:
Wojtek Figat
2025-11-19 23:29:28 -08:00
parent e2aaef9b88
commit 032f698c7b
2 changed files with 4 additions and 8 deletions

View File

@@ -329,7 +329,7 @@ float3 GetInscatteredLight(AtmosphericFogData atmosphericFog, in float3 viewPosi
if (intersectAtmosphere(viewPosition, viewDir, offset, maxPathLength))
{
return float3(offset / 10, 0, 0);
#if 0
float pathLength = distance(viewPosition, surfacePos);
//return pathLength.xxx;
@@ -413,6 +413,7 @@ float3 GetInscatteredLight(AtmosphericFogData atmosphericFog, in float3 viewPosi
float sunIntensity = 10;
inscatteredLight *= sunIntensity;
}
#endif
}
return inscatteredLight;
@@ -420,8 +421,6 @@ float3 GetInscatteredLight(AtmosphericFogData atmosphericFog, in float3 viewPosi
float4 GetAtmosphericFog(AtmosphericFogData atmosphericFog, float viewFar, float3 viewPosition, float3 viewVector, float sceneDepth, float3 sceneColor)
{
float4 result = float4(1, 0, 0, 1);
#if 0
float scale = 0.00001f * atmosphericFog.AtmosphericFogDistanceScale;// convert cm to km
@@ -536,8 +535,6 @@ float4 GetAtmosphericFog(AtmosphericFogData atmosphericFog, float viewFar, float
//return float4(sun + groundColor + inscatterColor, 1);
#endif
return result;
}
float4 GetAtmosphericFog(AtmosphericFogData atmosphericFog, float viewFar, float3 worldPosition, float3 cameraPosition)

View File

@@ -227,7 +227,8 @@ ShadowSample SampleDirectionalLightShadowCascade(LightData light, Buffer<float4>
// Increase the sharpness for higher cascades to match the filter radius
const float SharpnessScale[MaxNumCascades] = { 1.0f, 1.5f, 3.0f, 3.5f };
shadow.Sharpness *= SharpnessScale[cascadeIndex];
result.TransmissionShadow = 1;
#if defined(USE_GBUFFER_CUSTOM_DATA)
// Subsurface shadowing
BRANCH
@@ -239,8 +240,6 @@ ShadowSample SampleDirectionalLightShadowCascade(LightData light, Buffer<float4>
result.TransmissionShadow = CalculateSubsurfaceOcclusion(opacity, shadowPosition.z, shadowMapDepth);
result.TransmissionShadow = PostProcessShadow(shadow, result.TransmissionShadow);
}
#else
result.TransmissionShadow = 1;
#endif
result.SurfaceShadow = PostProcessShadow(shadow, result.SurfaceShadow);