Fix sampling Global SDF if unsupported (return large distance)
This commit is contained in:
@@ -57,6 +57,8 @@ struct GlobalSDFHit
|
||||
float SampleGlobalSDF(const GlobalSDFData data, Texture3D<float> tex[4], float3 worldPosition, uint minCascade = 0)
|
||||
{
|
||||
float distance = data.CascadePosDistance[3].w * 2.0f;
|
||||
if (distance <= 0.0f)
|
||||
return 60000;
|
||||
UNROLL
|
||||
for (uint cascade = minCascade; cascade < 4; cascade++)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user