Update consoles building
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@@ -232,7 +232,7 @@ float3 SampleDDGIIrradiance(DDGIData data, Texture2D<snorm float4> probesData, T
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weight *= Square(weight) * (1.0f / (minWeightThreshold * minWeightThreshold));
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// Calculate trilinear weights based on the distance to each probe to smoothly transition between grid of 8 probes
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float3 trilinear = lerp(1.0f - biasAlpha, biasAlpha, probeCoordsOffset);
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float3 trilinear = lerp(1.0f - biasAlpha, biasAlpha, (float3)probeCoordsOffset);
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weight *= max(trilinear.x * trilinear.y * trilinear.z, 0.001f);
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// Sample irradiance texture
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@@ -54,7 +54,7 @@ float3 GetSphericalFibonacci(float sampleIndex, float samplesCount)
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// Calculates a random normalized ray direction (based on the ray index and the current probes rotation phrase)
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float3 GetProbeRayDirection(DDGIData data, uint rayIndex)
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{
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float3 direction = GetSphericalFibonacci(rayIndex, data.RaysCount);
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float3 direction = GetSphericalFibonacci((float)rayIndex, (float)data.RaysCount);
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return normalize(QuaternionRotate(data.RaysRotation, direction));
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}
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@@ -307,7 +307,7 @@ void CS_TraceRays(uint3 DispatchThreadId : SV_DispatchThreadID)
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else
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{
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// Ray hits sky
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radiance.rgb = Skybox.SampleLevel(SamplerLinearClamp, probeRayDirection, 0);
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radiance.rgb = Skybox.SampleLevel(SamplerLinearClamp, probeRayDirection, 0).rgb;
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radiance.a = 1e27f; // Sky is the limit
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}
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@@ -153,7 +153,7 @@ float4 SampleGlobalSurfaceAtlasTile(const GlobalSurfaceAtlasData data, GlobalSur
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bilinearWeights.w = (1 - bilinearWeightsUV.x) * (1 - bilinearWeightsUV.y);
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// Tile depth weight based on sample position occlusion
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float4 tileZ = depth.Gather(SamplerLinearClamp, atlasUV, 0.0f);
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float4 tileZ = depth.Gather(SamplerLinearClamp, atlasUV);
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float depthThreshold = 2.0f * surfaceThreshold / tile.ViewBoundsSize.z;
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float4 depthVisibility = 1.0f;
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UNROLL
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@@ -330,7 +330,7 @@ float4 PS_Debug(Quad_VS2PS input) : SV_Target
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else
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{
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// Sample skybox
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float3 skybox = Skybox.SampleLevel(SamplerLinearClamp, viewRay, 0);
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float3 skybox = Skybox.SampleLevel(SamplerLinearClamp, viewRay, 0).rgb;
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float3 sky = float3(0.4f, 0.4f, 1.0f) * saturate(hit.StepsCount / 80.0f);
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color = lerp(sky, skybox, SkyboxIntensity);
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}
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