Add Transparent Lighting Modes for material with option to use non-directional shading
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@@ -76,7 +76,7 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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// Set reflection probe data
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EnvironmentProbe* probe = nullptr;
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// TODO: optimize env probe searching for a transparent material - use spatial cache for renderer to find it
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const Vector3 drawCallOrigin = drawCall.World.GetTranslation() + view.Origin;
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const Vector3 drawCallOrigin = drawCall.ObjectPosition + view.Origin;
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for (int32 i = 0; i < cache->EnvironmentProbes.Count(); i++)
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{
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const auto p = cache->EnvironmentProbes[i];
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@@ -103,7 +103,7 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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for (int32 i = 0; i < cache->PointLights.Count() && data.LocalLightsCount < MaxLocalLights; i++)
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{
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const auto& light = cache->PointLights[i];
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if (BoundingSphere(light.Position, light.Radius).Contains(drawCall.World.GetTranslation()) != ContainmentType::Disjoint)
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if (BoundingSphere(light.Position, light.Radius).Contains(drawCall.ObjectPosition) != ContainmentType::Disjoint)
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{
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light.SetupLightData(&data.LocalLights[data.LocalLightsCount], false);
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data.LocalLightsCount++;
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@@ -112,7 +112,7 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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for (int32 i = 0; i < cache->SpotLights.Count() && data.LocalLightsCount < MaxLocalLights; i++)
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{
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const auto& light = cache->SpotLights[i];
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if (BoundingSphere(light.Position, light.Radius).Contains(drawCall.World.GetTranslation()) != ContainmentType::Disjoint)
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if (BoundingSphere(light.Position, light.Radius).Contains(drawCall.ObjectPosition) != ContainmentType::Disjoint)
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{
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light.SetupLightData(&data.LocalLights[data.LocalLightsCount], false);
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data.LocalLightsCount++;
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