diff --git a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lights/DirectionalLight.azsli b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lights/DirectionalLight.azsli index d2aeb4b5f8..da4901cf8e 100644 --- a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lights/DirectionalLight.azsli +++ b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lights/DirectionalLight.azsli @@ -69,7 +69,6 @@ void ApplyDirectionalLights(Surface surface, inout LightingData lightingData) // Currently shadow check is done only for index == shadowIndex. float currentLitRatio = 1.0f; - // Transmission distance from current light inside object (default non-influential values) if (o_enableShadows) { bool activeLight = index == shadowIndex; @@ -88,7 +87,6 @@ void ApplyDirectionalLights(Surface surface, inout LightingData lightingData) lightingData.diffuseLighting += GetDiffuseLighting(surface, lightingData, light.m_rgbIntensityLux, dirToLight) * currentLitRatio; lightingData.specularLighting += GetSpecularLighting(surface, lightingData, light.m_rgbIntensityLux, dirToLight) * currentLitRatio; - } // Add debug coloring for directional light shadow