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