From 6e3ada487e14ab43dae08161b1099ccb099c338b Mon Sep 17 00:00:00 2001 From: Santi Paprika Date: Thu, 23 Dec 2021 18:21:18 +0100 Subject: [PATCH] Move penumbra computation back to original place. Signed-off-by: Santi Paprika --- .../Atom/Features/PBR/Lights/DiskLight.azsli | 20 +++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) diff --git a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lights/DiskLight.azsli b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lights/DiskLight.azsli index cc0e33ff5b..3acd74ab03 100644 --- a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lights/DiskLight.azsli +++ b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lights/DiskLight.azsli @@ -77,16 +77,6 @@ void ApplyDiskLight(ViewSrg::DiskLight light, Surface surface, inout LightingDat // shadow float litRatio = 1.0; - if (useConeAngle && dotWithDirection < light.m_cosInnerConeAngle) // in penumbra - { - // Normalize into 0.0 - 1.0 space. - float penumbraMask = (dotWithDirection - light.m_cosOuterConeAngle) / (light.m_cosInnerConeAngle - light.m_cosOuterConeAngle); - - // Apply smoothstep - penumbraMask = penumbraMask * penumbraMask * (3.0 - 2.0 * penumbraMask); - - lightIntensity *= penumbraMask; - } // Distance travelled by the light inside the object. If not redefined, it will take mode-specific null behaviors (see GetBackLighting()) float transmissionDistance = -1.0f; @@ -110,7 +100,17 @@ void ApplyDiskLight(ViewSrg::DiskLight light, Surface surface, inout LightingDat { transmissionDistance = ProjectedShadow::GetThickness(light.m_shadowIndex, surface.position - lightingData.shrinkFactor * surface.vertexNormal); } + } + if (useConeAngle && dotWithDirection < light.m_cosInnerConeAngle) // in penumbra + { + // Normalize into 0.0 - 1.0 space. + float penumbraMask = (dotWithDirection - light.m_cosOuterConeAngle) / (light.m_cosInnerConeAngle - light.m_cosOuterConeAngle); + + // Apply smoothstep + penumbraMask = penumbraMask * penumbraMask * (3.0 - 2.0 * penumbraMask); + + lightIntensity *= penumbraMask; } // Diffuse contribution