Add IndirectLightingIntensity to Sky for GI intensity control

This commit is contained in:
Wojtek Figat
2024-08-12 15:34:08 +02:00
parent bcb0200435
commit 63bee0c78d
7 changed files with 36 additions and 6 deletions

View File

@@ -60,7 +60,7 @@ GPU_CB_STRUCT(Data0 {
GlobalSurfaceAtlasPass::ConstantsData GlobalSurfaceAtlas;
ShaderGBufferData GBuffer;
Float4 RaysRotation;
float Padding0;
float SkyboxIntensity;
uint32 ProbesCount;
float ResetBlend;
float TemporalTime;
@@ -533,6 +533,7 @@ bool DynamicDiffuseGlobalIlluminationPass::RenderInner(RenderContext& renderCont
}
data.TemporalTime = renderContext.List->Setup.UseTemporalAAJitter ? RenderTools::ComputeTemporalTime() : 0.0f;
data.ViewDir = renderContext.View.Direction;
data.SkyboxIntensity = renderContext.List->Sky ? renderContext.List->Sky->GetIndirectLightingIntensity() : 1.0f;
GBufferPass::SetInputs(renderContext.View, data.GBuffer);
context->UpdateCB(_cb0, &data);
context->BindCB(0, _cb0);