From 2b99867225fdd21445af244ea6076526ccf6131a Mon Sep 17 00:00:00 2001 From: Santi Paprika Date: Thu, 2 Dec 2021 13:32:28 +0100 Subject: [PATCH] Add informative comments for directional light thin scattering Signed-off-by: Santi Paprika --- .../Atom/Features/PBR/Lights/DirectionalLight.azsli | 5 +++++ 1 file changed, 5 insertions(+) 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 0b0be82d72..82bad459cf 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 @@ -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) {