Improve descriptions and comments (https://github.com/o3de/o3de/pull/6428#discussion_r799207891, https://github.com/o3de/o3de/pull/6428#discussion_r799213620)
Signed-off-by: Santi Paprika <santi.gonzalez.cs@gmail.com>
This commit is contained in:
@@ -1244,7 +1244,7 @@
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{
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"name": "distanceAttenuation",
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"displayName": " Distance Attenuation",
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"description": "Attenuation applied to hide artifacts due to low-res shadow maps (e.g. objects far to the camera when using directional lights or objects far to the light when using sphere/disk lights",
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"description": "Attenuation of the transmission effect, used to hide artifacts due to low-res shadow maps\nFor directional lights: attenuation proportional to the distance from the object to the camera.\nFor other light sources: attenuation proportional to the distance from the object to the light source.",
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"type": "float",
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"defaultValue": 0.5,
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"min": 0.0,
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@@ -658,7 +658,7 @@
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{
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"name": "distanceAttenuation",
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"displayName": " Distance Attenuation",
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"description": "Attenuation applied to hide artifacts due to low-res shadow maps (e.g. objects far to the camera when using directional lights or objects far to the light when using sphere/disk lights",
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"description": "Attenuation of the transmission effect, used to hide artifacts due to low-res shadow maps\nFor directional lights: attenuation proportional to the distance from the object to the camera.\nFor other light sources: attenuation proportional to the distance from the object to the light source.",
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"type": "float",
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"defaultValue": 0.5,
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"min": 0.0,
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@@ -72,9 +72,8 @@ float3 GetBackLighting(Surface surface, LightingData lightingData, float3 lightI
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}
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// Irradiance arround surface point.
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// Albedo at front (surface point) is used to approximate irradiance at the back of the object
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// See observation 4 in [Jimenez J. et al, 2010]
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// Increase angle of influence (angle(N,L) -> angle(N,L) + acos(transmissionNdLBias)) to smooth transition regions
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// Albedo at front (surface point) is used to approximate irradiance at the back of the object (observation 4 in [Jimenez J. et al, 2010])
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// Increase angle of influence to smooth transition regions
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float3 E = surface.albedo * saturate(lightingData.transmissionNdLBias + dot(-surface.normal, dirToLight));
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// Transmission distance modulated by hardcoded constant C and the thickness exposed parameter (in this case modulating the distance traversed by the light inside the object)
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