Refactor DDGI probes to use variable ray count depending on the probe location relative to the view frustum
This commit is contained in:
@@ -87,7 +87,7 @@ float4 PS_ClearLighting(AtlasVertexOutput input) : SV_Target
|
||||
// GBuffer+Depth at 0-3 slots
|
||||
Buffer<float4> GlobalSurfaceAtlasObjects : register(t4);
|
||||
#if INDIRECT_LIGHT
|
||||
Texture2D<snorm float4> ProbesState : register(t5);
|
||||
Texture2D<snorm float4> ProbesData : register(t5);
|
||||
Texture2D<float4> ProbesDistance : register(t6);
|
||||
Texture2D<float4> ProbesIrradiance : register(t7);
|
||||
#else
|
||||
@@ -134,7 +134,7 @@ float4 PS_Lighting(AtlasVertexOutput input) : SV_Target
|
||||
|
||||
#if INDIRECT_LIGHT
|
||||
// Sample irradiance
|
||||
float3 irradiance = SampleDDGIIrradiance(DDGI, ProbesState, ProbesDistance, ProbesIrradiance, gBuffer.WorldPos, gBuffer.Normal);
|
||||
float3 irradiance = SampleDDGIIrradiance(DDGI, ProbesData, ProbesDistance, ProbesIrradiance, gBuffer.WorldPos, gBuffer.Normal);
|
||||
irradiance *= Light.Radius; // Cached BounceIntensity / IndirectLightingIntensity
|
||||
|
||||
// Calculate lighting
|
||||
|
||||
Reference in New Issue
Block a user