Add IndirectLightingIntensity support for lights in Global Surface Atlas
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@@ -35,6 +35,7 @@ void DirectionalLight::Draw(RenderContext& renderContext)
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data.ShadowsDepthBias = ShadowsDepthBias;
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data.ShadowsSharpness = ShadowsSharpness;
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data.VolumetricScatteringIntensity = VolumetricScatteringIntensity;
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data.IndirectLightingIntensity = IndirectLightingIntensity;
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data.CastVolumetricShadow = CastVolumetricShadow;
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data.RenderedVolumetricFog = 0;
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data.ShadowsMode = ShadowsMode;
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@@ -131,6 +131,7 @@ void PointLight::Draw(RenderContext& renderContext)
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data.SourceRadius = SourceRadius;
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data.SourceLength = SourceLength;
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data.ContactShadowsLength = ContactShadowsLength;
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data.IndirectLightingIntensity = IndirectLightingIntensity;
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data.IESTexture = IESTexture ? IESTexture->GetTexture() : nullptr;
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renderContext.List->PointLights.Add(data);
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}
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@@ -112,6 +112,7 @@ void SkyLight::Draw(RenderContext& renderContext)
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data.CastVolumetricShadow = CastVolumetricShadow;
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data.RenderedVolumetricFog = 0;
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data.AdditiveColor = AdditiveColor.ToVector3() * (AdditiveColor.A * brightness);
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data.IndirectLightingIntensity = IndirectLightingIntensity;
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data.Radius = GetScaledRadius();
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data.Image = GetSource();
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renderContext.List->SkyLights.Add(data);
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@@ -182,6 +182,7 @@ void SpotLight::Draw(RenderContext& renderContext)
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data.CosOuterCone = _cosOuterCone;
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data.InvCosConeDifference = _invCosConeDifference;
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data.ContactShadowsLength = ContactShadowsLength;
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data.IndirectLightingIntensity = IndirectLightingIntensity;
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data.IESTexture = IESTexture ? IESTexture->GetTexture() : nullptr;
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Vector3::Transform(Vector3::Up, GetOrientation(), data.UpVector);
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data.OuterConeAngle = outerConeAngle;
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