Signed-off-by: Santi Paprika <santi.gonzalez.cs@gmail.com>
monroegm-disable-blank-issue-2
Santi Paprika 4 years ago
parent 9c60bd008c
commit 024933d4a1

@ -1244,7 +1244,7 @@
{
"name": "distanceAttenuation",
"displayName": " Distance Attenuation",
"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",
"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.",
"type": "float",
"defaultValue": 0.5,
"min": 0.0,

@ -658,7 +658,7 @@
{
"name": "distanceAttenuation",
"displayName": " Distance Attenuation",
"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",
"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.",
"type": "float",
"defaultValue": 0.5,
"min": 0.0,

@ -72,9 +72,8 @@ float3 GetBackLighting(Surface surface, LightingData lightingData, float3 lightI
}
// Irradiance arround surface point.
// Albedo at front (surface point) is used to approximate irradiance at the back of the object
// See observation 4 in [Jimenez J. et al, 2010]
// Increase angle of influence (angle(N,L) -> angle(N,L) + acos(transmissionNdLBias)) to smooth transition regions
// Albedo at front (surface point) is used to approximate irradiance at the back of the object (observation 4 in [Jimenez J. et al, 2010])
// Increase angle of influence to smooth transition regions
float3 E = surface.albedo * saturate(lightingData.transmissionNdLBias + dot(-surface.normal, dirToLight));
// 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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