diff --git a/Content/Shaders/PostProcessing.flax b/Content/Shaders/PostProcessing.flax index 7d7352a11..931c0b436 100644 --- a/Content/Shaders/PostProcessing.flax +++ b/Content/Shaders/PostProcessing.flax @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:bb7baebfb28eb44a18c8947ccc5eb4eed8467c3c669af63b7e1be5fde2514948 -size 22677 +oid sha256:e477eae82ac3a988f70c59913e5eeac39438edb8191b81fe6ca970b87754cb93 +size 22689 diff --git a/Source/Engine/Level/Actors/ExponentialHeightFog.cpp b/Source/Engine/Level/Actors/ExponentialHeightFog.cpp index efb5351e7..0ee719fa9 100644 --- a/Source/Engine/Level/Actors/ExponentialHeightFog.cpp +++ b/Source/Engine/Level/Actors/ExponentialHeightFog.cpp @@ -186,6 +186,7 @@ GPU_CB_STRUCT(Data { void ExponentialHeightFog::DrawFog(GPUContext* context, RenderContext& renderContext, GPUTextureView* output) { + PROFILE_GPU_CPU("Exponential Height Fog"); auto integratedLightScattering = renderContext.Buffers->VolumetricFog; bool useVolumetricFog = integratedLightScattering != nullptr; diff --git a/Source/Engine/Level/Actors/Sky.cpp b/Source/Engine/Level/Actors/Sky.cpp index 0aa3bf070..2ed6a9221 100644 --- a/Source/Engine/Level/Actors/Sky.cpp +++ b/Source/Engine/Level/Actors/Sky.cpp @@ -176,6 +176,7 @@ void Sky::DrawFog(GPUContext* context, RenderContext& renderContext, GPUTextureV AtmosphereCache cache; if (!AtmospherePreCompute::GetCache(&cache)) return; + PROFILE_GPU_CPU("Sky Fog"); context->BindSR(4, cache.Transmittance); context->BindSR(5, cache.Irradiance); context->BindSR(6, cache.Inscatter->ViewVolume()); diff --git a/Source/Engine/Renderer/ReflectionsPass.cpp b/Source/Engine/Renderer/ReflectionsPass.cpp index 5aa8404ab..d9e8df3fe 100644 --- a/Source/Engine/Renderer/ReflectionsPass.cpp +++ b/Source/Engine/Renderer/ReflectionsPass.cpp @@ -368,6 +368,7 @@ void ReflectionsPass::Render(RenderContext& renderContext, GPUTextureView* light // Check if no need to render reflection environment if (!useReflections || !(renderProbes || useSSR)) return; + PROFILE_GPU_CPU("Reflections"); // Setup data Data data; diff --git a/Source/Shaders/PostProcessing.shader b/Source/Shaders/PostProcessing.shader index 369a9b8cd..851d31e38 100644 --- a/Source/Shaders/PostProcessing.shader +++ b/Source/Shaders/PostProcessing.shader @@ -619,6 +619,7 @@ float4 PS_Composite(Quad_VS2PS input) : SV_Target float4 color; // Chromatic Abberation + BRANCH if (ChromaticDistortion > 0) { const float MAX_DIST_PX = 24.0;