Improve DDGI quality
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@@ -462,7 +462,7 @@ bool DynamicDiffuseGlobalIlluminationPass::Render(RenderContext& renderContext,
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ddgiData.Result.Constants.ProbesScrollOffsets[cascadeIndex] = Int4(cascade.ProbeScrollOffsets, 0);
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}
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ddgiData.Result.Constants.RayMaxDistance = 10000.0f; // TODO: adjust to match perf/quality ratio (make it based on Global SDF and Global Surface Atlas distance)
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ddgiData.Result.Constants.ViewDir = renderContext.View.Direction;
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ddgiData.Result.Constants.ViewPos = renderContext.View.Position;
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ddgiData.Result.Constants.RaysCount = probeRaysCount;
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ddgiData.Result.Constants.ProbeHistoryWeight = probeHistoryWeight;
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ddgiData.Result.Constants.IrradianceGamma = 5.0f;
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@@ -24,7 +24,7 @@ public:
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float RayMaxDistance;
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float IndirectLightingIntensity;
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Float4 RaysRotation;
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Float3 ViewDir;
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Float3 ViewPos;
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uint32 RaysCount;
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Float3 FallbackIrradiance;
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float Padding0;
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