diff --git a/Engine/source/T3D/lighting/reflectionProbe.cpp b/Engine/source/T3D/lighting/reflectionProbe.cpp index 795ac8927..17966623b 100644 --- a/Engine/source/T3D/lighting/reflectionProbe.cpp +++ b/Engine/source/T3D/lighting/reflectionProbe.cpp @@ -817,7 +817,7 @@ void ReflectionProbe::createEditorResources() void ReflectionProbe::prepRenderImage(SceneRenderState *state) { - if (!mEnabled || (!RenderProbeMgr::smRenderReflectionProbes && Con::getVariable("$Probes::Capturing", "0") == "0")) + if (!mEnabled || (!RenderProbeMgr::smRenderReflectionProbes && dStrcmp(Con::getVariable("$Probes::Capturing", "0"),"1"))) return; Point3F distVec = getRenderPosition() - state->getCameraPosition(); diff --git a/Engine/source/renderInstance/renderProbeMgr.cpp b/Engine/source/renderInstance/renderProbeMgr.cpp index a6aedc1b9..2203b253d 100644 --- a/Engine/source/renderInstance/renderProbeMgr.cpp +++ b/Engine/source/renderInstance/renderProbeMgr.cpp @@ -798,7 +798,7 @@ void RenderProbeMgr::render( SceneRenderState *state ) _setupPerFrameParameters(state); // Early out if nothing to draw. - if ((!RenderProbeMgr::smRenderReflectionProbes && Con::getVariable("$Probes::Capturing", "0") == "0") || (!mHasSkylight && mProbeData.effectiveProbeCount == 0)) + if ((!RenderProbeMgr::smRenderReflectionProbes && dStrcmp(Con::getVariable("$Probes::Capturing", "0"), "1")) || (!mHasSkylight && mProbeData.effectiveProbeCount == 0)) { getProbeArrayEffect()->setSkip(true); mActiveProbes.clear(); diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl index 998dcfb46..5ed56658e 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl @@ -500,7 +500,7 @@ vec4 computeForwardProbes(Surface surface, float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N)); horizon *= horizon; #if CAPTURING == 1 - return vec4(mix(surface.baseColor.rgb,(irradiance + specular* horizon) ,surface.metalness/2),0); + return vec4(mix((irradiance + specular* horizon),surface.baseColor.rgb,surface.metalness),0); #else return vec4((irradiance + specular* horizon) , 0);//alpha writes disabled #endif diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl index 2f4c6af5f..66f531c83 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl @@ -506,7 +506,7 @@ float4 computeForwardProbes(Surface surface, float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N)); horizon *= horizon; #if CAPTURING == 1 - return float4(lerp(surface.baseColor.rgb,(irradiance + specular* horizon) ,surface.metalness/2),0); + return float4(lerp((irradiance + specular* horizon),surface.baseColor.rgb,surface.metalness),0); #else return float4((irradiance + specular* horizon) , 0);//alpha writes disabled #endif diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl index 69988e4b3..bc9f19fce 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl @@ -205,7 +205,7 @@ void main() float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N)); horizon *= horizon; #if CAPTURING == 1 - OUT_col = vec4(mix(surface.baseColor.rgb,(irradiance + specular* horizon) ,surface.metalness/2),0); + OUT_col = vec4(mix((irradiance + specular* horizon),surface.baseColor.rgb, surface.metalness),0); #else OUT_col = vec4((irradiance + specular* horizon)*ambientColor, 0);//alpha writes disabled #endif diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl index 741340d05..bd192f711 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl @@ -191,7 +191,7 @@ float4 main(PFXVertToPix IN) : SV_TARGET float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N)); horizon *= horizon; #if CAPTURING == 1 - return float4(lerp(surface.baseColor.rgb,(irradiance + specular* horizon) ,surface.metalness/2),0); + return float4(lerp((irradiance + specular* horizon), surface.baseColor.rgb,surface.metalness),0); #else return float4((irradiance + specular* horizon)*ambientColor, 0);//alpha writes disabled #endif