Refactor shadows rendering to use Shadow Map Atlas

This commit is contained in:
Wojtek Figat
2024-04-04 12:54:07 +02:00
parent 017def29d4
commit 61323f8526
31 changed files with 1115 additions and 1826 deletions

View File

@@ -159,7 +159,7 @@ float4 PS_Lighting(AtlasVertexOutput input) : SV_Target
float toLightDst = GLOBAL_SDF_WORLD_SIZE;
#endif
float4 shadowMask = 1;
if (Light.CastShadows > 0)
if (Light.ShadowsBufferAddress != 0)
{
float NoL = dot(gBuffer.Normal, L);
float shadowBias = 10.0f;