Remove debug code
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@@ -139,7 +139,7 @@ void PS_Forward(
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if(TraceSDFSoftwareReflections(gBuffer, reflectWS, surfaceAtlas)){
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if(TraceSDFSoftwareReflections(gBuffer, reflectWS, surfaceAtlas)){
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float3 screenColor = sceneColorTexture.SampleLevel(SamplerPointClamp, hit.xy, 0).rgb;
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float3 screenColor = sceneColorTexture.SampleLevel(SamplerPointClamp, hit.xy, 0).rgb;
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reflections = lerp(2 * surfaceAtlas, float4(screenColor, 1), hit.z);
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reflections = lerp(surfaceAtlas, float4(screenColor, 1), hit.z);
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}
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}
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}
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}
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@@ -151,7 +151,7 @@ float4 PS_RayTracePass(Quad_VS2PS input) : SV_Target0
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float4 surfaceAtlas = SampleGlobalSurfaceAtlas(GlobalSurfaceAtlas, GlobalSurfaceAtlasChunks, RWGlobalSurfaceAtlasCulledObjects, GlobalSurfaceAtlasObjects, GlobalSurfaceAtlasDepth, GlobalSurfaceAtlasTex, hitPosition, -reflectWS, surfaceThreshold);
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float4 surfaceAtlas = SampleGlobalSurfaceAtlas(GlobalSurfaceAtlas, GlobalSurfaceAtlasChunks, RWGlobalSurfaceAtlasCulledObjects, GlobalSurfaceAtlasObjects, GlobalSurfaceAtlasDepth, GlobalSurfaceAtlasTex, hitPosition, -reflectWS, surfaceThreshold);
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// Now the sdf reflection part is significantly darker than the screen space part
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// Now the sdf reflection part is significantly darker than the screen space part
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// TODO: Maybe multiply surfaceAtlas by a constant to make it brighter, adding 2* looks fine
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// TODO: Maybe multiply surfaceAtlas by a constant to make it brighter, adding 2* looks fine
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result = lerp(2 * surfaceAtlas, float4(result.rgb, 1), result.a);
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result = lerp(surfaceAtlas, float4(result.rgb, 1), result.a);
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}
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}
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#endif
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#endif
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