Improve Global Surface Atlas objects surfaces sampling

This commit is contained in:
Wojciech Figat
2022-06-30 15:14:43 +02:00
parent db284c58a3
commit 27515585db
6 changed files with 48 additions and 61 deletions

View File

@@ -461,7 +461,7 @@ bool DynamicDiffuseGlobalIlluminationPass::Render(RenderContext& renderContext,
ddgiData.Result.Constants.ProbesOriginAndSpacing[cascadeIndex] = Float4(cascade.ProbesOrigin, cascade.ProbesSpacing);
ddgiData.Result.Constants.ProbesScrollOffsets[cascadeIndex] = Int4(cascade.ProbeScrollOffsets, 0);
}
ddgiData.Result.Constants.RayMaxDistance = 10000.0f; // TODO: adjust to match perf/quality ratio (make it based on Global SDF and Global Surface Atlas distance)
ddgiData.Result.Constants.RayMaxDistance = distance;
ddgiData.Result.Constants.ViewPos = renderContext.View.Position;
ddgiData.Result.Constants.RaysCount = probeRaysCount;
ddgiData.Result.Constants.ProbeHistoryWeight = probeHistoryWeight;