**Add Box Projection to Environment Probe** for better indoor areas
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@@ -4,8 +4,8 @@
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#define MAX_LOCAL_LIGHTS 4
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@1// Forward Shading: Includes
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#include "./Flax/LightingCommon.hlsl"
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#if USE_REFLECTIONS
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#include "./Flax/ReflectionsCommon.hlsl"
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#if USE_REFLECTIONS
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#define MATERIAL_REFLECTIONS_SSR 1
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#if MATERIAL_REFLECTIONS == MATERIAL_REFLECTIONS_SSR
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#include "./Flax/SSR.hlsl"
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@@ -17,7 +17,7 @@
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@2// Forward Shading: Constants
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LightData DirectionalLight;
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LightData SkyLight;
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ProbeData EnvironmentProbe;
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EnvProbeData EnvironmentProbe;
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ExponentialHeightFogData ExponentialHeightFog;
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float3 Dummy2;
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uint LocalLightsCount;
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@@ -32,7 +32,7 @@ Texture3D VolumetricFogTexture : register(t__SRV__);
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// Public accessors for lighting data, use them as data binding might change but those methods will remain.
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LightData GetDirectionalLight() { return DirectionalLight; }
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LightData GetSkyLight() { return SkyLight; }
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ProbeData GetEnvironmentProbe() { return EnvironmentProbe; }
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EnvProbeData GetEnvironmentProbe() { return EnvironmentProbe; }
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ExponentialHeightFogData GetExponentialHeightFog() { return ExponentialHeightFog; }
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uint GetLocalLightsCount() { return LocalLightsCount; }
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LightData GetLocalLight(uint i) { return LocalLights[i]; }
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