From c173fd9357dfa3d8ef22dd3efd81f505773727d5 Mon Sep 17 00:00:00 2001 From: Santi Paprika Date: Fri, 4 Feb 2022 17:34:39 +0100 Subject: [PATCH] Remove division by constant in distance attenuation for DirectionalLight (https://github.com/o3de/o3de/pull/6428#discussion_r799216516) Signed-off-by: Santi Paprika --- .../ShaderLib/Atom/Features/PBR/Lights/DirectionalLight.azsli | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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 25f0545037..03c48b6232 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 @@ -80,7 +80,7 @@ void ApplyDirectionalLights(Surface surface, inout LightingData lightingData) } // Transmission contribution - lightingData.translucentBackLighting += GetBackLighting(surface, lightingData, light.m_rgbIntensityLux, dirToLight, currentTransmissionDistance, camToSurfDist/2.0); + lightingData.translucentBackLighting += GetBackLighting(surface, lightingData, light.m_rgbIntensityLux, dirToLight, currentTransmissionDistance, camToSurfDist); lightingData.diffuseLighting += GetDiffuseLighting(surface, lightingData, light.m_rgbIntensityLux, dirToLight) * currentLitRatio; lightingData.specularLighting += GetSpecularLighting(surface, lightingData, light.m_rgbIntensityLux, dirToLight) * currentLitRatio;