Fix Volumetric Fog sampling to use the same code path for depth slices conversion

This commit is contained in:
2026-01-27 23:24:47 +01:00
parent f9b784a42a
commit a9bddfa784
15 changed files with 84 additions and 78 deletions
@@ -164,7 +164,7 @@ void PS_Forward(
{
// Sample volumetric fog and mix it in
float2 screenUV = materialInput.SvPosition.xy * ScreenSize.zw;
float4 volumetricFog = SampleVolumetricFog(VolumetricFogTexture, materialInput.WorldPosition - ViewPos, ExponentialHeightFog.VolumetricFogMaxDistance, screenUV);
float4 volumetricFog = SampleVolumetricFog(VolumetricFogTexture, ExponentialHeightFog.VolumetricFogGrid, materialInput.WorldPosition - ViewPos, screenUV);
fog = CombineVolumetricFog(fog, volumetricFog);
}
@@ -22,8 +22,7 @@ float Dummy0;
float VolumetricFogMaxDistance;
int ParticleStride;
int ParticleIndex;
float3 GridSliceParameters;
float Dummy1;
float4 GridSliceParameters;
@1META_CB_END
// Particles attributes buffer