slim ambient down to vec3, default to premul for translucency

This commit is contained in:
AzaezelX 2022-06-07 22:05:47 -05:00
parent 0e0088cab9
commit de6ee93159
5 changed files with 7 additions and 7 deletions

View file

@ -536,7 +536,7 @@ bool Material::onAdd()
if (mTranslucentBlendOp >= NumBlendTypes || mTranslucentBlendOp < 0)
{
Con::errorf("Invalid blend op in material: %s", getName());
mTranslucentBlendOp = LerpAlpha;
mTranslucentBlendOp = PreMul;
}
SimSet* matSet = MATMGR->getMaterialSet();

View file

@ -3064,7 +3064,7 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
Var *ambient = (Var *)LangElement::find("ambient");
if (!ambient)
{
ambient = new Var("ambient", "vec4");
ambient = new Var("ambient", "vec3");
eyePos->uniform = true;
eyePos->constSortPos = cspPass;
}

View file

@ -3153,7 +3153,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
Var *ambient = (Var *)LangElement::find("ambient");
if (!ambient)
{
ambient = new Var("ambient","float4");
ambient = new Var("ambient","float3");
eyePos->uniform = true;
eyePos->constSortPos = cspPass;
}

View file

@ -12,7 +12,7 @@ uniform sampler2D colorBuffer;
uniform sampler2D matInfoBuffer;
uniform sampler2D BRDFTexture;
uniform vec4 ambientColor;
uniform vec3 ambientColor;
uniform vec4 rtParams0;
uniform vec4 vsFarPlane;
uniform mat4 cameraToWorld;
@ -203,6 +203,6 @@ void main()
#if CAPTURING == 1
OUT_col = vec4(mix(surface.baseColor.rgb,(irradiance + specular* horizon) ,surface.metalness/2),0);
#else
OUT_col = vec4((irradiance + specular* horizon)*ambientColor.rgb , 0);//alpha writes disabled
OUT_col = vec4((irradiance + specular* horizon)*ambientColor, 0);//alpha writes disabled
#endif
}

View file

@ -8,7 +8,7 @@ TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 1);
TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 2);
TORQUE_UNIFORM_SAMPLER2D(BRDFTexture, 3);
uniform float4 ambientColor;
uniform float3 ambientColor;
uniform float4 rtParams0;
uniform float4 vsFarPlane;
uniform float4x4 cameraToWorld;
@ -190,6 +190,6 @@ float4 main(PFXVertToPix IN) : SV_TARGET
#if CAPTURING == 1
return float4(lerp(surface.baseColor.rgb,(irradiance + specular* horizon) ,surface.metalness/2),0);
#else
return float4((irradiance + specular* horizon)*ambientColor.rgb, 0);//alpha writes disabled
return float4((irradiance + specular* horizon)*ambientColor, 0);//alpha writes disabled
#endif
}