Fix missing scale for inverse squared setting for lights.

This commit is contained in:
Chandler Cox
2026-01-27 22:10:22 -06:00
parent f773a0755d
commit 5d9d64e6e7

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@@ -68,20 +68,25 @@ void GetRadialLightAttenuation(
// Distance attenuation
if (lightData.InverseSquared)
{
// Convert cm-based scene units to meters for inverse-squared falloff.
const float distanceScale = 0.01f;
const float distanceScaleSqr = distanceScale * distanceScale;
float distanceSqrScaled = distanceSqr * distanceScaleSqr;
float distanceBiasSqrScaled = distanceBiasSqr * distanceScaleSqr;
BRANCH
if (lightData.SourceLength > 0)
{
float3 l01 = lightData.Direction * lightData.SourceLength;
float3 l0 = toLight - 0.5 * l01;
float3 l1 = toLight + 0.5 * l01;
float3 l01 = lightData.Direction * (lightData.SourceLength * distanceScale);
float3 l0 = (toLight * distanceScale) - 0.5 * l01;
float3 l1 = (toLight * distanceScale) + 0.5 * l01;
float lengthL0 = length(l0);
float lengthL1 = length(l1);
attenuation = rcp((lengthL0 * lengthL1 + dot(l0, l1)) * 0.5 + distanceBiasSqr);
attenuation = rcp((lengthL0 * lengthL1 + dot(l0, l1)) * 0.5 + distanceBiasSqrScaled);
NoL = saturate(0.5 * (dot(N, l0) / lengthL0 + dot(N, l1) / lengthL1));
}
else
{
attenuation = rcp(distanceSqr + distanceBiasSqr);
attenuation = rcp(distanceSqrScaled + distanceBiasSqrScaled);
NoL = saturate(dot(N, L));
}
attenuation *= Square(saturate(1 - Square(distanceSqr * Square(lightData.RadiusInv))));