Add informative comments for directional light thin scattering

Signed-off-by: Santi Paprika <santi.gonzalez.cs@gmail.com>
This commit is contained in:
Santi Paprika
2021-12-02 13:32:28 +01:00
parent 348c3cc0f6
commit 2b99867225
@@ -18,6 +18,8 @@ void ApplyDirectionalLights(Surface surface, inout LightingData lightingData)
// Shadowed check
const uint shadowIndex = ViewSrg::m_shadowIndexDirectionalLight;
float litRatio = 1.0f;
// Transmission distance inside object
float transmissionDistance = 0.0f;
if (o_enableShadows && shadowIndex < SceneSrg::m_directionalLightCount)
@@ -57,6 +59,9 @@ void ApplyDirectionalLights(Surface surface, inout LightingData lightingData)
// [GFX TODO][ATOM-2012] care of multiple directional light
// Currently shadow check is done only for index == shadowIndex.
float currentLitRatio = 1.0f;
// Transmission distance from current light inside object (default non-influential values)
// o_transmission_mode == NONE is not taken into account because GetBackLighting already ignores this case
float currentTransmissionDistance = (o_transmission_mode == TransmissionMode::ThickObject) ? 0.0f : 9999.0f;
if (o_enableShadows)
{