output ibl to it's own namedtexture, flipped the result back onto the stack post-calc to stop it polluting the backbuffer for all other render passes

This commit is contained in:
Azaezel 2019-02-15 16:22:49 -06:00
parent a1b5e454f6
commit cf9c5aea20

View file

@ -353,6 +353,26 @@ singleton PostEffect( reflectionProbeArrayPostFX )
texture[1] = "#color";
texture[2] = "#matinfo";
texture[3] = "core/art/pbr/brdfTexture.dds";
targetClearColor = "0 0 0 0";
targetClear = PFXTargetClear_OnDraw;
targetFormat = "GFXFormatR16G16B16A16F";
target = "#iblBuffer";
target = "AL_FormatToken";
};
singleton PostEffect( IBLFlipPostFX )
{
// Do not allow the selection effect to work in reflection
// passes by default so we don't do the extra drawing.
//allowReflectPass = false;
renderTime = "PFXAfterBin";
renderBin = "ProbeBin";
renderPriority = 9998;
isEnabled = true;
shader = PFX_PassthruShader;
stateBlock = PFX_DefaultStateBlock;
texture[0] = "#iblBuffer";
targetFormat = AL_FormatToken.format;
};