Fix naming for transmission distance parameter
Signed-off-by: Santi Paprika <santi.gonzalez.cs@gmail.com>
This commit is contained in:
+5
-11
@@ -19,7 +19,6 @@ void ApplyDirectionalLights(Surface surface, inout LightingData lightingData)
|
||||
const uint shadowIndex = ViewSrg::m_shadowIndexDirectionalLight;
|
||||
float litRatio = 1.0f;
|
||||
float transmissionDistance = 0.0f;
|
||||
float backShadowRatio = 0.0f;
|
||||
|
||||
if (o_enableShadows && shadowIndex < SceneSrg::m_directionalLightCount)
|
||||
{
|
||||
@@ -31,7 +30,7 @@ void ApplyDirectionalLights(Surface surface, inout LightingData lightingData)
|
||||
|
||||
if (o_transmission_mode == TransmissionMode::ThickObject)
|
||||
{
|
||||
backShadowRatio = DirectionalLightShadow::GetThickness(shadowIndex, lightingData.shadowCoords);
|
||||
transmissionDistance = DirectionalLightShadow::GetThickness(shadowIndex, lightingData.shadowCoords);
|
||||
}
|
||||
else if (o_transmission_mode == TransmissionMode::ThinObject)
|
||||
{
|
||||
@@ -58,26 +57,21 @@ 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;
|
||||
float currentTransmissionParameter = (o_transmission_mode == TransmissionMode::ThickObject) ? 0.0f : 9999.0f;
|
||||
float currentTransmissionDistance = (o_transmission_mode == TransmissionMode::ThickObject) ? 0.0f : 9999.0f;
|
||||
if (o_enableShadows)
|
||||
{
|
||||
bool activeLight = index == shadowIndex;
|
||||
currentLitRatio = activeLight ? litRatio : 1.;
|
||||
if (o_transmission_mode == TransmissionMode::ThickObject)
|
||||
{
|
||||
// Back shadow ratio (add contribution only if current directional light is the active one for shadows)
|
||||
currentTransmissionParameter = activeLight ? backShadowRatio : 0.0f;
|
||||
}
|
||||
else if (o_transmission_mode == TransmissionMode::ThinObject)
|
||||
if (activeLight)
|
||||
{
|
||||
// Transmission distance (add contribution only if current directional light is the active one for shadows)
|
||||
currentTransmissionParameter = activeLight ? transmissionDistance : 9999.0f;
|
||||
currentTransmissionDistance = transmissionDistance;
|
||||
}
|
||||
}
|
||||
|
||||
lightingData.diffuseLighting += GetDiffuseLighting(surface, lightingData, light.m_rgbIntensityLux, dirToLight) * currentLitRatio;
|
||||
lightingData.specularLighting += GetSpecularLighting(surface, lightingData, light.m_rgbIntensityLux, dirToLight) * currentLitRatio;
|
||||
lightingData.translucentBackLighting += GetBackLighting(surface, lightingData, light.m_rgbIntensityLux, dirToLight, currentTransmissionParameter);
|
||||
lightingData.translucentBackLighting += GetBackLighting(surface, lightingData, light.m_rgbIntensityLux, dirToLight, currentTransmissionDistance);
|
||||
}
|
||||
|
||||
// Add debug coloring for directional light shadow
|
||||
|
||||
Reference in New Issue
Block a user