Fix DDGI cascade placement when using large probes spacing

Revert fa38f0ac91 after b24d98df9e fixed the source of the problem
This commit is contained in:
Wojtek Figat
2026-01-03 20:57:17 +01:00
parent b24d98df9e
commit 6c79a17c7a

View File

@@ -365,10 +365,10 @@ bool DynamicDiffuseGlobalIlluminationPass::RenderInner(RenderContext& renderCont
// Calculate view origin for cascade by shifting it towards the view direction to account for better view frustum coverage
Float3 viewOrigin = renderContext.View.Position;
Float3 viewDirection = renderContext.View.Direction;
const Float3 probesDistance = Float3(probesCounts) * cascadeProbesSpacing;
const Float3 probesDistance = Float3(probesCounts - 1) * cascadeProbesSpacing;
const float probesDistanceMax = probesDistance.MaxValue();
const Float3 viewRayHit = CollisionsHelper::LineHitsBox(viewOrigin, viewOrigin + viewDirection * (probesDistanceMax * 2.0f), viewOrigin - probesDistance, viewOrigin + probesDistance);
const float viewOriginOffset = viewRayHit.Y * probesDistanceMax * 0.4f;
const float viewOriginOffset = viewRayHit.Y * probesDistanceMax * 0.6f;
viewOrigin += viewDirection * viewOriginOffset;
//viewOrigin = Float3::Zero;
blendOrigins[cascadeIndex] = viewOrigin;