diff --git a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/BackLighting.azsli b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/BackLighting.azsli index 83cf79ed61..dfd5522f5c 100644 --- a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/BackLighting.azsli +++ b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/BackLighting.azsli @@ -23,6 +23,16 @@ float3 TransmissionKernel(float t, float3 s) return 0.25 * (1.0 / exp(exponent) + 3.0 / exp(exponent / 3.0)); } +float ThinObjectFalloff(const float3 surfaceNormal, const float3 dirToLight) +{ + const float ndl = saturate(dot(-surfaceNormal, dirToLight)); + + // ndl works decently well but it can produce a harsh discontinuity in the area just before + // the shadow starts appearing on objects like cylinder and tubes. + // Smoothing out ndl does a decent enough job of removing this artifact. + return smoothstep(0, 1, ndl * ndl); +} + float3 GetBackLighting(Surface surface, LightingData lightingData, float3 lightIntensity, float3 dirToLight, float shadowRatio) { float3 result = float3(0.0, 0.0, 0.0); @@ -53,8 +63,10 @@ float3 GetBackLighting(Surface surface, LightingData lightingData, float3 lightI float litRatio = 1.0 - shadowRatio; if (litRatio) { - result = TransmissionKernel(surface.transmission.thickness * transmissionParams.w, rcp(transmissionParams.xyz)) * - saturate(dot(-surface.normal, dirToLight)) * lightIntensity * litRatio; + const float thickness = surface.transmission.thickness * transmissionParams.w; + const float3 invScattering = rcp(transmissionParams.xyz); + const float falloff = ThinObjectFalloff(surface.normal, dirToLight); + result = TransmissionKernel(thickness, invScattering) * falloff * lightIntensity * litRatio; } break;