Improve quality for atlas sampling
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@@ -242,7 +242,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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PROFILE_GPU_CPU("Global Surface Atlas");
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// TODO: configurable via graphics settings
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const int32 resolution = 4096;
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const int32 resolution = 2048;
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const float resolutionInv = 1.0f / resolution;
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// TODO: configurable via postFx settings (maybe use Global SDF distance?)
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const float distance = 20000;
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@@ -601,6 +601,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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result.Atlas[3] = surfaceAtlasData.AtlasGBuffer2;
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result.Atlas[4] = surfaceAtlasData.AtlasDirectLight;
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result.Objects = surfaceAtlasData.ObjectsBuffer.GetBuffer();
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result.GlobalSurfaceAtlas.Resolution = (float)resolution;
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result.GlobalSurfaceAtlas.ObjectsCount = surfaceAtlasData.Objects.Count();
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surfaceAtlasData.Result = result;
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return false;
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@@ -13,7 +13,8 @@ public:
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// Constant buffer data for Global Surface Atlas access on a GPU.
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PACK_STRUCT(struct GlobalSurfaceAtlasData
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{
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Vector3 Padding;
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Vector2 Padding;
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float Resolution;
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uint32 ObjectsCount;
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});
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