diff --git a/Engine/source/renderInstance/renderProbeMgr.cpp b/Engine/source/renderInstance/renderProbeMgr.cpp index 3312e151d..9bc3cc2a9 100644 --- a/Engine/source/renderInstance/renderProbeMgr.cpp +++ b/Engine/source/renderInstance/renderProbeMgr.cpp @@ -721,7 +721,7 @@ void RenderProbeMgr::render( SceneRenderState *state ) MaterialParameterHandle *probePositionSC = reflProbeMat->matInstance->getMaterialParameterHandle("$inProbePosArray"); MaterialParameterHandle *probeWorldToObjSC = reflProbeMat->matInstance->getMaterialParameterHandle("$worldToObjArray"); - MaterialParameterHandle *probeBBMinSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMinArrayy"); + MaterialParameterHandle *probeBBMinSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMinArray"); MaterialParameterHandle *probeBBMaxSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMaxArray"); MaterialParameterHandle *probeUseSphereModeSC = reflProbeMat->matInstance->getMaterialParameterHandle("$useSphereMode"); MaterialParameterHandle *probeRadiusSC = reflProbeMat->matInstance->getMaterialParameterHandle("$radius"); diff --git a/Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl index 5c5ed8ffd..f5ff462e3 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl @@ -65,8 +65,7 @@ float3 iblBoxDiffuse( Surface surface, int id) { float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]); cubeN.z *=-1; - //return TORQUE_TEXCUBEARRAYLOD(irradianceCubemap,cubeN,id,0).xyz; - return float3(1,1,1); + return TORQUE_TEXCUBEARRAYLOD(irradianceCubemap,cubeN,id,0).xyz; } float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTexture), int id) @@ -82,8 +81,7 @@ float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTe float3 cubeR = normalize(r); cubeR = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]); - //float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMap,cubeR,id,lod).xyz * (brdf.x + brdf.y); - float3 radiance = float3(1,1,1); + float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMap,cubeR,lod,id).xyz * (brdf.x + brdf.y); return radiance; } @@ -150,7 +148,7 @@ float4 main( ConvexConnectP IN ) : SV_TARGET blendVal[i] = max(0,blendVal[i]); } blendSum += blendVal[i]; - invBlendSum +=(1.0f - blendVal[i]); + invBlendSum +=(1.0f - blendVal[i]); } // Weight0 = normalized NDF, inverted to have 1 at center, 0 at boundary.