Minor DDGI optimization
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@@ -287,12 +287,12 @@ bool DynamicDiffuseGlobalIlluminationPass::Render(RenderContext& renderContext,
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bool debugProbes = false; // TODO: add debug option to draw probes locations -> in Graphics window - Editor-only
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// TODO: configurable via postFx settings (maybe use Global SDF distance?)
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const float indirectLightingIntensity = 1.0f;
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const float probeHistoryWeight = 0.8f;
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const Vector3 giDistance(2000, 2000, 2000); // GI distance around the view (in each direction)
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const float giResolution = 100.0f; // GI probes placement spacing
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const Int3 probesCounts(Vector3::Ceil(giDistance / giResolution));
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const Vector3 probesDistance = Vector3(probesCounts) * giResolution;
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const int32 probeRaysCount = Math::Min(Math::AlignUp(256, DDGI_TRACE_RAYS_GROUP_SIZE_X), DDGI_TRACE_RAYS_LIMIT); // TODO: make it based on the GI Quality
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const float probeHistoryWeight = 0.8f;
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// Init buffers
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const int32 probesCount = probesCounts.X * probesCounts.Y * probesCounts.Z;
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