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shifted forward lit probe lighting to pre-rt lighting in keeping with the deferred methodologies. in diong so, also needed to add a vertex feature for in/out tangent space normals detection. also in keeping with the fact we sample the deferred albedo result-buffer, fed the createForwardSurface the output target so that can take color multiplication et al instead of just raw albedo
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4 changed files with 22 additions and 35 deletions
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@ -360,11 +360,8 @@ float4 computeForwardProbes(Surface surface,
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{
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blendFactor[i] *= invBlendSumWeighted;
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contribution[i] *= blendFactor[i];
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//alpha -= contribution[i];
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}
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}
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//else
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// alpha -= blendSum;
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float3 irradiance = float3(0, 0, 0);
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float3 specular = float3(0, 0, 0);
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@ -387,11 +384,11 @@ float4 computeForwardProbes(Surface surface,
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}
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}*/
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//if (hasSkylight && alpha > 0.001)
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//{
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if (hasSkylight && alpha > 0.001)
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{
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irradiance += TORQUE_TEXCUBELOD(skylightIrradMap, float4(surface.R, 0)).xyz;
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specular = TORQUE_TEXCUBELOD(skylightSpecularMap, float4(surface.R, lod)).xyz;
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//}
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}
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float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
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@ -408,7 +405,5 @@ float4 computeForwardProbes(Surface surface,
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float3 diffuse = kD * irradiance * surface.baseColor.rgb;
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float4 finalColor = float4(diffuse + specular, 1.0);
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//finalColor = float4(max(diffuse, specular),1);
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return finalColor;
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}
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