From 2cd244fbd3af355113c70590dd712811eafcaffe Mon Sep 17 00:00:00 2001 From: Wojciech Figat Date: Wed, 29 Jun 2022 15:19:54 +0200 Subject: [PATCH] Reduce DDGI irradiance blending artifacts due to texture format precision issues --- Source/Engine/Renderer/GI/DynamicDiffuseGlobalIllumination.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Source/Engine/Renderer/GI/DynamicDiffuseGlobalIllumination.cpp b/Source/Engine/Renderer/GI/DynamicDiffuseGlobalIllumination.cpp index f428aa28a..f143c1d0b 100644 --- a/Source/Engine/Renderer/GI/DynamicDiffuseGlobalIllumination.cpp +++ b/Source/Engine/Renderer/GI/DynamicDiffuseGlobalIllumination.cpp @@ -465,7 +465,7 @@ bool DynamicDiffuseGlobalIlluminationPass::Render(RenderContext& renderContext, ddgiData.Result.Constants.ViewPos = renderContext.View.Position; ddgiData.Result.Constants.RaysCount = probeRaysCount; ddgiData.Result.Constants.ProbeHistoryWeight = probeHistoryWeight; - ddgiData.Result.Constants.IrradianceGamma = 5.0f; + ddgiData.Result.Constants.IrradianceGamma = 1.5f; ddgiData.Result.Constants.IndirectLightingIntensity = indirectLightingIntensity; ddgiData.Result.Constants.FallbackIrradiance = fallbackIrradiance.ToFloat3() * fallbackIrradiance.A; ddgiData.Result.ProbesState = ddgiData.ProbesState->View();