Refactor DDGI fallback radiance to use alpha for blending between fixed color and color at snapped location of the last cascade

This means artists don't need to adjust the value anymore as it can cover vista geometry with GI at last cascade borders.
This commit is contained in:
Wojtek Figat
2026-01-05 16:22:00 +01:00
parent c5a28a5734
commit 11ea889fa9
6 changed files with 38 additions and 27 deletions

View File

@@ -191,7 +191,7 @@ bool GlobalIlluminationFeature::Bind(MaterialShader::BindParameters& params, Spa
{
// Unbind SRVs to prevent issues
data.DDGI.CascadesCount = 0;
data.DDGI.FallbackIrradiance = Float3::Zero;
data.DDGI.FallbackIrradiance = Float4::Zero;
params.GPUContext->UnBindSR(srv + 0);
params.GPUContext->UnBindSR(srv + 1);
params.GPUContext->UnBindSR(srv + 2);