Fix shader warning
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@@ -329,7 +329,7 @@ float3 GetInscatteredLight(AtmosphericFogData atmosphericFog, in float3 viewPosi
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if (intersectAtmosphere(viewPosition, viewDir, offset, maxPathLength))
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if (intersectAtmosphere(viewPosition, viewDir, offset, maxPathLength))
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{
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{
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return float3(offset / 10, 0, 0);
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return float3(offset / 10, 0, 0);
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#if 0
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float pathLength = distance(viewPosition, surfacePos);
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float pathLength = distance(viewPosition, surfacePos);
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//return pathLength.xxx;
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//return pathLength.xxx;
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@@ -413,6 +413,7 @@ float3 GetInscatteredLight(AtmosphericFogData atmosphericFog, in float3 viewPosi
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float sunIntensity = 10;
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float sunIntensity = 10;
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inscatteredLight *= sunIntensity;
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inscatteredLight *= sunIntensity;
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}
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}
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#endif
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}
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}
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return inscatteredLight;
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return inscatteredLight;
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@@ -420,8 +421,6 @@ float3 GetInscatteredLight(AtmosphericFogData atmosphericFog, in float3 viewPosi
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float4 GetAtmosphericFog(AtmosphericFogData atmosphericFog, float viewFar, float3 viewPosition, float3 viewVector, float sceneDepth, float3 sceneColor)
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float4 GetAtmosphericFog(AtmosphericFogData atmosphericFog, float viewFar, float3 viewPosition, float3 viewVector, float sceneDepth, float3 sceneColor)
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{
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{
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float4 result = float4(1, 0, 0, 1);
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#if 0
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#if 0
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float scale = 0.00001f * atmosphericFog.AtmosphericFogDistanceScale;// convert cm to km
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float scale = 0.00001f * atmosphericFog.AtmosphericFogDistanceScale;// convert cm to km
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@@ -536,8 +535,6 @@ float4 GetAtmosphericFog(AtmosphericFogData atmosphericFog, float viewFar, float
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//return float4(sun + groundColor + inscatterColor, 1);
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//return float4(sun + groundColor + inscatterColor, 1);
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#endif
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#endif
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return result;
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}
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}
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float4 GetAtmosphericFog(AtmosphericFogData atmosphericFog, float viewFar, float3 worldPosition, float3 cameraPosition)
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float4 GetAtmosphericFog(AtmosphericFogData atmosphericFog, float viewFar, float3 worldPosition, float3 cameraPosition)
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@@ -227,7 +227,8 @@ ShadowSample SampleDirectionalLightShadowCascade(LightData light, Buffer<float4>
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// Increase the sharpness for higher cascades to match the filter radius
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// Increase the sharpness for higher cascades to match the filter radius
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const float SharpnessScale[MaxNumCascades] = { 1.0f, 1.5f, 3.0f, 3.5f };
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const float SharpnessScale[MaxNumCascades] = { 1.0f, 1.5f, 3.0f, 3.5f };
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shadow.Sharpness *= SharpnessScale[cascadeIndex];
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shadow.Sharpness *= SharpnessScale[cascadeIndex];
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result.TransmissionShadow = 1;
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#if defined(USE_GBUFFER_CUSTOM_DATA)
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#if defined(USE_GBUFFER_CUSTOM_DATA)
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// Subsurface shadowing
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// Subsurface shadowing
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BRANCH
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BRANCH
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@@ -239,8 +240,6 @@ ShadowSample SampleDirectionalLightShadowCascade(LightData light, Buffer<float4>
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result.TransmissionShadow = CalculateSubsurfaceOcclusion(opacity, shadowPosition.z, shadowMapDepth);
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result.TransmissionShadow = CalculateSubsurfaceOcclusion(opacity, shadowPosition.z, shadowMapDepth);
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result.TransmissionShadow = PostProcessShadow(shadow, result.TransmissionShadow);
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result.TransmissionShadow = PostProcessShadow(shadow, result.TransmissionShadow);
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}
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}
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#else
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result.TransmissionShadow = 1;
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#endif
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#endif
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result.SurfaceShadow = PostProcessShadow(shadow, result.SurfaceShadow);
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result.SurfaceShadow = PostProcessShadow(shadow, result.SurfaceShadow);
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