Resolve problems in code review
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@@ -67,8 +67,8 @@ void PS_Forward(
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gBuffer.Color = material.Color;
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gBuffer.Specular = material.Specular;
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gBuffer.AO = material.AO;
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// gBuffer.ViewPos is the view position in WORLD SPACE
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gBuffer.ViewPos = ViewPos;
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// gBuffer.ViewPos is the view space position of the pixel
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gBuffer.ViewPos = mul(float4(materialInput.WorldPosition, 1), ViewMatrix).xyz;
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#if MATERIAL_SHADING_MODEL == SHADING_MODEL_SUBSURFACE
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gBuffer.CustomData = float4(material.SubsurfaceColor, material.Opacity);
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#elif MATERIAL_SHADING_MODEL == SHADING_MODEL_FOLIAGE
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@@ -20,7 +20,7 @@ Texture2D GlobalSurfaceAtlasTex : register(t__SRV__);
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bool TraceSDFSoftwareReflections(GBufferSample gBuffer, float3 reflectWS, out float4 surfaceAtlas)
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{
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GlobalSDFTrace sdfTrace;
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float maxDistance = 100000;
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float maxDistance = GLOBAL_SDF_WORLD_SIZE;
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float selfOcclusionBias = GlobalSDF.CascadeVoxelSize[0];
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sdfTrace.Init(gBuffer.WorldPos + gBuffer.Normal * selfOcclusionBias, reflectWS, 0.0f, maxDistance);
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GlobalSDFHit sdfHit = RayTraceGlobalSDF(GlobalSDF, GlobalSDFTex, GlobalSDFMip, sdfTrace);
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@@ -51,10 +51,11 @@ void ForwardMaterialShader::Bind(BindParameters& params)
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int32 srv = 2;
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// Setup features
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if ((_info.FeaturesFlags & MaterialFeaturesFlags::GlobalIllumination) != MaterialFeaturesFlags::None)
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if ((_info.FeaturesFlags & MaterialFeaturesFlags::GlobalIllumination) != MaterialFeaturesFlags::None) {
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GlobalIlluminationFeature::Bind(params, cb, srv);
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if ((_info.FeaturesFlags & MaterialFeaturesFlags::ScreenSpaceReflections) != MaterialFeaturesFlags::None)
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SDFReflectionsFeature::Bind(params, cb, srv);
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if ((_info.FeaturesFlags & MaterialFeaturesFlags::ScreenSpaceReflections) != MaterialFeaturesFlags::None)
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SDFReflectionsFeature::Bind(params, cb, srv);
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}
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ForwardShadingFeature::Bind(params, cb, srv);
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// Setup parameters
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@@ -197,10 +197,13 @@ bool MaterialGenerator::Generate(WriteStream& source, MaterialInfo& materialInfo
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ADD_FEATURE(DeferredShadingFeature);
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if (materialInfo.BlendMode != MaterialBlendMode::Opaque && (materialInfo.FeaturesFlags & MaterialFeaturesFlags::DisableDistortion) == MaterialFeaturesFlags::None)
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ADD_FEATURE(DistortionFeature);
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if (materialInfo.BlendMode != MaterialBlendMode::Opaque && EnumHasAnyFlags(materialInfo.FeaturesFlags, MaterialFeaturesFlags::GlobalIllumination))
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ADD_FEATURE(GlobalIlluminationFeature);
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if (materialInfo.BlendMode != MaterialBlendMode::Opaque && EnumHasAnyFlags(materialInfo.FeaturesFlags, MaterialFeaturesFlags::ScreenSpaceReflections))
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ADD_FEATURE(SDFReflectionsFeature);
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if (materialInfo.BlendMode != MaterialBlendMode::Opaque && EnumHasAnyFlags(materialInfo.FeaturesFlags, MaterialFeaturesFlags::GlobalIllumination)) {
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ADD_FEATURE(GlobalIlluminationFeature);
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// SDF Reflections is only valid when both GI and SSR is enabled
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if (materialInfo.BlendMode != MaterialBlendMode::Opaque && EnumHasAnyFlags(materialInfo.FeaturesFlags, MaterialFeaturesFlags::ScreenSpaceReflections))
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ADD_FEATURE(SDFReflectionsFeature);
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}
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if (materialInfo.BlendMode != MaterialBlendMode::Opaque)
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ADD_FEATURE(ForwardShadingFeature);
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break;
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@@ -14,6 +14,7 @@ struct GBufferSample
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float Metalness;
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float3 Color;
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float Specular;
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// View space position of pixel, DIFFERENT FROM GBufferData.ViewPos
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float3 ViewPos;
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float AO;
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int ShadingModel;
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@@ -140,7 +140,7 @@ float4 PS_RayTracePass(Quad_VS2PS input) : SV_Target0
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float3 reflectWS = ScreenSpaceReflectionDirection(input.TexCoord, gBuffer, gBufferData.ViewPos, TemporalEffect, TemporalTime, BRDFBias);
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GlobalSDFTrace sdfTrace;
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float maxDistance = 100000;
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float maxDistance = GLOBAL_SDF_WORLD_SIZE;
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float selfOcclusionBias = GlobalSDF.CascadeVoxelSize[0];
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sdfTrace.Init(gBuffer.WorldPos + gBuffer.Normal * selfOcclusionBias, reflectWS, 0.0f, maxDistance);
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GlobalSDFHit sdfHit = RayTraceGlobalSDF(GlobalSDF, GlobalSDFTex, GlobalSDFMip, sdfTrace);
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