fix forward cubemip

in case of temporary loss of the probe array, fall back to a (slightly) less arbitrary probemanager mip level as oposed to assuming 1 mip exists
This commit is contained in:
AzaezelX 2025-03-25 14:25:29 -05:00
parent 42eda97364
commit 5e79c01208

View file

@ -1324,7 +1324,7 @@ void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const Scene
if (sgData.cubemap)
shaderConsts->setSafe(handles->mCubeMipsSC, (F32)sgData.cubemap->getMipMapLevels());
else
shaderConsts->setSafe(handles->mCubeMipsSC, 1.0f);
shaderConsts->setSafe(handles->mCubeMipsSC, (F32)getBinLog2(PROBEMGR->getProbeTexSize()));
shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility);