Fix GlobalSDF sampling in materials to properly read far cascades

This commit is contained in:
Wojtek Figat
2024-06-06 12:10:44 +02:00
parent 96303e57ec
commit a232dac196
7 changed files with 14 additions and 23 deletions

View File

@@ -917,6 +917,7 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
}
result.Constants.Resolution = (float)resolution;
result.Constants.CascadesCount = cascadesCount;
result.Constants.Padding = Float2::Zero;
sdfData.Result = result;
return false;
}