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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@@ -328,7 +328,6 @@ bool DynamicDiffuseGlobalIlluminationPass::RenderInner(RenderContext& renderCont
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const float indirectLightingIntensity = settings.Intensity;
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const float probeHistoryWeight = Math::Clamp(settings.TemporalResponse, 0.0f, 0.98f);
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const float distance = settings.Distance;
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const Color fallbackIrradiance = settings.FallbackIrradiance;
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// Automatically calculate amount of cascades to cover the GI distance at the current probes spacing
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const int32 idealProbesCount = 20; // Ideal amount of probes per-cascade to try to fit in order to cover whole distance
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@@ -518,7 +517,7 @@ bool DynamicDiffuseGlobalIlluminationPass::RenderInner(RenderContext& renderCont
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ddgiData.Result.Constants.ProbeHistoryWeight = probeHistoryWeight;
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ddgiData.Result.Constants.IrradianceGamma = 1.5f;
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ddgiData.Result.Constants.IndirectLightingIntensity = indirectLightingIntensity;
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ddgiData.Result.Constants.FallbackIrradiance = fallbackIrradiance.ToFloat3() * fallbackIrradiance.A;
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ddgiData.Result.Constants.FallbackIrradiance = settings.FallbackIrradiance.ToFloat4();
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ddgiData.Result.ProbesData = ddgiData.ProbesData->View();
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ddgiData.Result.ProbesDistance = ddgiData.ProbesDistance->View();
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ddgiData.Result.ProbesIrradiance = ddgiData.ProbesIrradiance->View();
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