From fa38f0ac91eb2a771ffac271709664a6e0deca9d Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Sat, 20 Dec 2025 23:44:56 +0100 Subject: [PATCH] Fix DDGI cascade offset towards bottom that was too intense making probes flicker --- Source/Engine/Renderer/GI/DynamicDiffuseGlobalIllumination.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Source/Engine/Renderer/GI/DynamicDiffuseGlobalIllumination.cpp b/Source/Engine/Renderer/GI/DynamicDiffuseGlobalIllumination.cpp index 95bcb18e9..726c76410 100644 --- a/Source/Engine/Renderer/GI/DynamicDiffuseGlobalIllumination.cpp +++ b/Source/Engine/Renderer/GI/DynamicDiffuseGlobalIllumination.cpp @@ -366,7 +366,7 @@ bool DynamicDiffuseGlobalIlluminationPass::RenderInner(RenderContext& renderCont const Float3 probesDistance = Float3(probesCounts) * cascadeProbesSpacing; const float probesDistanceMax = probesDistance.MaxValue(); const Float3 viewRayHit = CollisionsHelper::LineHitsBox(viewOrigin, viewOrigin + viewDirection * (probesDistanceMax * 2.0f), viewOrigin - probesDistance, viewOrigin + probesDistance); - const float viewOriginOffset = viewRayHit.Y * probesDistanceMax * 0.6f; + const float viewOriginOffset = viewRayHit.Y * probesDistanceMax * 0.4f; viewOrigin += viewDirection * viewOriginOffset; const float viewOriginSnapping = cascadeProbesSpacing; viewOrigin = Float3::Floor(viewOrigin / viewOriginSnapping) * viewOriginSnapping;