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 eec90a1da9..dd40b94414 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 @@ -73,7 +73,7 @@ float3 GetBackLighting(Surface surface, LightingData lightingData, float3 lightI // Irradiance arround surface point. // Increase angle of influence (angle(N,L) -> angle(N,L) + acos(transmissionNdLBias)) to smooth transition regions - float3 E = surface.albedo * max(lightingData.transmissionNdLBias + dot(-surface.normal, dirToLight),0.0); + float3 E = surface.albedo * saturate(lightingData.transmissionNdLBias + dot(-surface.normal, dirToLight)); // Transmission distance modulated by hardcoded constant (could be exposed as a weight of scattering distance for transmission) float s = transmissionDistance * 100.0;