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