Added AdvanceScope;
Added energy conservation to diffuse lighting; Clean up shader properties;
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@@ -87,8 +87,7 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
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float3 L = -light.forward;
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// Is it worth sampling the shadow map?
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if ((light.lightDimmer > 0) && (light.shadowDimmer > 0) && // Note: Volumetric can have different dimmer, thus why we test it here
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dot(bsdfData.normalWS, L) > 0.0)
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if ((light.lightDimmer > 0) && (light.shadowDimmer > 0))
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{
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context.shadowValue = GetDirectionalShadowAttenuation(context.shadowContext,
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posInput.positionSS, posInput.positionWS + L * _ShadowDistanceBias, UtsGetShadowNormal(bsdfData),
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