diff --git a/Source/Engine/Renderer/ShadowsPass.h b/Source/Engine/Renderer/ShadowsPass.h index 551b3a504..be52f4acc 100644 --- a/Source/Engine/Renderer/ShadowsPass.h +++ b/Source/Engine/Renderer/ShadowsPass.h @@ -66,7 +66,9 @@ private: { _psShadowDir.Release(); _psShadowPoint.Release(); + _psShadowPointInside.Release(); _psShadowSpot.Release(); + _psShadowSpotInside.Release(); invalidateResources(); } #endif diff --git a/Source/Shaders/ShadowsSampling.hlsl b/Source/Shaders/ShadowsSampling.hlsl index 354e5065e..c56904e6b 100644 --- a/Source/Shaders/ShadowsSampling.hlsl +++ b/Source/Shaders/ShadowsSampling.hlsl @@ -266,8 +266,8 @@ ShadowSample SampleDirectionalLightShadow(LightData light, Buffer shadow result.SurfaceShadow = SampleShadowMapOptimizedPCF(shadowMap, shadowMapUV, shadowPosition.z); // Increase the sharpness for higher cascades to match the filter radius - //const float SharpnessScale[MaxNumCascades] = { 1.0f, 1.5f, 3.0f, 3.5f }; - //shadow.Sharpness *= SharpnessScale[cascadeIndex]; + const float SharpnessScale[MaxNumCascades] = { 1.0f, 1.5f, 3.0f, 3.5f }; + shadow.Sharpness *= SharpnessScale[cascadeIndex]; #if defined(USE_GBUFFER_CUSTOM_DATA) // Subsurface shadowing