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@ -69,7 +69,6 @@ void ApplyDirectionalLights(Surface surface, inout LightingData lightingData)
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// Currently shadow check is done only for index == shadowIndex.
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float currentLitRatio = 1.0f;
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// Transmission distance from current light inside object (default non-influential values)
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if (o_enableShadows)
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{
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bool activeLight = index == shadowIndex;
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@ -88,7 +87,6 @@ void ApplyDirectionalLights(Surface surface, inout LightingData lightingData)
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lightingData.diffuseLighting += GetDiffuseLighting(surface, lightingData, light.m_rgbIntensityLux, dirToLight) * currentLitRatio;
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lightingData.specularLighting += GetSpecularLighting(surface, lightingData, light.m_rgbIntensityLux, dirToLight) * currentLitRatio;
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}
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// Add debug coloring for directional light shadow
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