Add IndirectLightingIntensity support for lights in Global Surface Atlas

This commit is contained in:
Wojciech Figat
2022-06-06 10:28:39 +02:00
parent 79220556df
commit 31d9802cf4
6 changed files with 11 additions and 0 deletions

View File

@@ -786,6 +786,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
const bool useShadow = CanRenderShadow(renderContext.View, light);
// TODO: test perf/quality when using Shadow Map for directional light (ShadowsPass::Instance()->LastDirLightShadowMap) instead of Global SDF trace
light.SetupLightData(&data.Light, useShadow);
data.Light.Color *= light.IndirectLightingIntensity;
data.LightShadowsStrength = 1.0f - light.ShadowsStrength;
context->UpdateCB(_cb0, &data);
context->SetState(_psDirectLighting0);
@@ -813,6 +814,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
// Draw draw light
const bool useShadow = CanRenderShadow(renderContext.View, light);
light.SetupLightData(&data.Light, useShadow);
data.Light.Color *= light.IndirectLightingIntensity;
data.LightShadowsStrength = 1.0f - light.ShadowsStrength;
context->UpdateCB(_cb0, &data);
context->SetState(_psDirectLighting1);
@@ -840,6 +842,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
// Draw draw light
const bool useShadow = CanRenderShadow(renderContext.View, light);
light.SetupLightData(&data.Light, useShadow);
data.Light.Color *= light.IndirectLightingIntensity;
data.LightShadowsStrength = 1.0f - light.ShadowsStrength;
context->UpdateCB(_cb0, &data);
context->SetState(_psDirectLighting1);