Add informative comments for directional light thin scattering
Signed-off-by: Santi Paprika <santi.gonzalez.cs@gmail.com>
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+5
@@ -18,6 +18,8 @@ void ApplyDirectionalLights(Surface surface, inout LightingData lightingData)
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// Shadowed check
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const uint shadowIndex = ViewSrg::m_shadowIndexDirectionalLight;
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float litRatio = 1.0f;
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// Transmission distance inside object
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float transmissionDistance = 0.0f;
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if (o_enableShadows && shadowIndex < SceneSrg::m_directionalLightCount)
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@@ -57,6 +59,9 @@ void ApplyDirectionalLights(Surface surface, inout LightingData lightingData)
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// [GFX TODO][ATOM-2012] care of multiple directional light
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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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// o_transmission_mode == NONE is not taken into account because GetBackLighting already ignores this case
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float currentTransmissionDistance = (o_transmission_mode == TransmissionMode::ThickObject) ? 0.0f : 9999.0f;
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if (o_enableShadows)
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{
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