Fix rendering volumetric fog influence from local lights with shadows

This commit is contained in:
Wojtek Figat
2021-03-27 20:06:57 +01:00
parent 0754434295
commit 6d2092f9e8

View File

@@ -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);