From 5165d9c868e52d02f8bffde3619cdddf38e3fd55 Mon Sep 17 00:00:00 2001 From: Azaezel Date: Sun, 24 Mar 2019 17:40:19 -0500 Subject: [PATCH] from tim: no need for mip for the diffuse contribution. the prefilter handles that --- .../common/lighting/advanced/reflectionProbeArrayP.hlsl | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) diff --git a/Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl index 600544501..87db00bac 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl @@ -99,8 +99,7 @@ float3 iblBoxDiffuse(Surface surface, ProbeData probe) { float3 dir = boxProject(surface, probe); - float lod = surface.roughness*cubeMips; - float3 color = TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, probe.probeIdx, lod).xyz; + float3 color = TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, probe.probeIdx,0).xyz; if (probe.contribution>0) return color*probe.contribution; else @@ -131,8 +130,7 @@ float3 iblBoxSpecular(Surface surface, ProbeData probe) float3 iblSkylightDiffuse(Surface surface, ProbeData probe) { - float lod = surface.roughness*cubeMips; - float3 color = TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, surface.R, probe.probeIdx, lod).xyz; + float3 color = TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, surface.R, probe.probeIdx, 0).xyz; return color; }