diff --git a/Source/Shaders/GI/DDGI.hlsl b/Source/Shaders/GI/DDGI.hlsl index d2649f805..03979035b 100644 --- a/Source/Shaders/GI/DDGI.hlsl +++ b/Source/Shaders/GI/DDGI.hlsl @@ -154,7 +154,7 @@ float3 SampleDDGIIrradiance(DDGIData data, Texture2D probesData, T biasedWorldPosition = worldPosition + surfaceBias; // Calculate cascade blending weight (use input bias to smooth transition) - float cascadeBlendSmooth = frac(max(distance(data.ViewPos, worldPosition) - probesExtent, 0) / probesSpacing) * 0.1f; + float cascadeBlendSmooth = frac(max(distance(data.ViewPos, worldPosition) - probesExtent.x, 0) / probesSpacing) * 0.1f; float3 cascadeBlendPoint = worldPosition - probesOrigin - cascadeBlendSmooth * probesSpacing; float fadeDistance = probesSpacing * DDGI_CASCADE_BLEND_SIZE; float cascadeWeight = saturate(Min3(probesExtent - abs(cascadeBlendPoint)) / fadeDistance);