Add missing AO for DDGI irradiance
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@@ -465,7 +465,7 @@ void PS_IndirectLighting(Quad_VS2PS input, out float4 output : SV_Target0)
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// Calculate lighting
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// Calculate lighting
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float3 diffuseColor = GetDiffuseColor(gBuffer);
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float3 diffuseColor = GetDiffuseColor(gBuffer);
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float3 diffuse = Diffuse_Lambert(diffuseColor);
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float3 diffuse = Diffuse_Lambert(diffuseColor);
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output = float4(diffuse * irradiance, 1);
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output = float4(diffuse * irradiance * gBuffer.AO, 1);
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}
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}
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#endif
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#endif
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@@ -126,7 +126,7 @@ float4 PS_Lighting(AtlasVertexOutput input) : SV_Target
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float3 diffuseColor = GetDiffuseColor(gBuffer);
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float3 diffuseColor = GetDiffuseColor(gBuffer);
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diffuseColor = min(diffuseColor, 0.9f); // Nothing reflects diffuse like perfectly in the real world (ensure to have energy loss at each light bounce)
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diffuseColor = min(diffuseColor, 0.9f); // Nothing reflects diffuse like perfectly in the real world (ensure to have energy loss at each light bounce)
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float3 diffuse = Diffuse_Lambert(diffuseColor);
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float3 diffuse = Diffuse_Lambert(diffuseColor);
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float4 light = float4(diffuse * irradiance, 1);
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float4 light = float4(diffuse * irradiance * gBuffer.AO, 1);
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#else
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#else
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// Calculate shadowing
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// Calculate shadowing
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float3 L = Light.Direction;
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float3 L = Light.Direction;
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