From 6d2092f9e8a9a6952e6a32c161e02bf2582fa3b8 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Sat, 27 Mar 2021 20:06:57 +0100 Subject: [PATCH] Fix rendering volumetric fog influence from local lights with shadows --- Source/Engine/Renderer/VolumetricFogPass.cpp | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/Source/Engine/Renderer/VolumetricFogPass.cpp b/Source/Engine/Renderer/VolumetricFogPass.cpp index 92a8eb092..d37fccbdb 100644 --- a/Source/Engine/Renderer/VolumetricFogPass.cpp +++ b/Source/Engine/Renderer/VolumetricFogPass.cpp @@ -298,6 +298,8 @@ void VolumetricFogPass::RenderRadialLight(RenderContext& renderContext, GPUConte context->SetViewportAndScissors(_cache.Data.GridSize.X, _cache.Data.GridSize.Y); // Setup data + perLight.SliceToDepth.X = _cache.Data.GridSize.Z; + perLight.SliceToDepth.Y = _cache.Data.VolumetricFogMaxDistance; perLight.MinZ = volumeZBoundsMin; perLight.LocalLightScatteringIntensity = light.VolumetricScatteringIntensity; perLight.ViewSpaceBoundingSphere = Vector4(viewSpaceLightBoundsOrigin, bounds.Radius); @@ -355,6 +357,8 @@ void VolumetricFogPass::RenderRadialLight(RenderContext& renderContext, GPUConte bool withShadow = false; // Setup data + perLight.SliceToDepth.X = cache.Data.GridSize.Z; + perLight.SliceToDepth.Y = cache.Data.VolumetricFogMaxDistance; perLight.MinZ = volumeZBoundsMin; perLight.LocalLightScatteringIntensity = light.VolumetricScatteringIntensity; perLight.ViewSpaceBoundingSphere = Vector4(viewSpaceLightBoundsOrigin, bounds.Radius);