SL-19842 Nudge dynamic exposure coefficient and soften indirect lighting.
parent
ca47c7ff44
commit
36949692b6
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@ -10643,7 +10643,7 @@
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<key>Type</key>
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<string>F32</string>
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<key>Value</key>
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<real>0.4</real>
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<real>0.5</real>
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</map>
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<key>RenderShaderLODThreshold</key>
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<map>
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@ -364,7 +364,8 @@ return texCUBE(envMap, ReflDirectionWS);
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// dir - ray direction in clip space
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// i - probe index in refBox/refSphere
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// d - distance to nearest wall in clip space
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vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d)
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// scale - scale of box, default 1.0
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vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d, float scale)
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{
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// Intersection with OBB convert to unit box space
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// Transform in local unit parallax cube space (scaled and rotated)
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@ -375,7 +376,7 @@ vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d)
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d = 1.0-max(max(abs(PositionLS.x), abs(PositionLS.y)), abs(PositionLS.z));
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vec3 Unitary = vec3(1.0f, 1.0f, 1.0f);
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vec3 Unitary = vec3(scale);
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vec3 FirstPlaneIntersect = (Unitary - PositionLS) / RayLS;
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vec3 SecondPlaneIntersect = (-Unitary - PositionLS) / RayLS;
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vec3 FurthestPlane = max(FirstPlaneIntersect, SecondPlaneIntersect);
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@ -387,6 +388,11 @@ vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d)
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return IntersectPositionCS;
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}
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vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d)
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{
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return boxIntersect(origin, dir, i, d, 1.0);
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}
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void debugBoxCol(vec3 ro, vec3 rd, float t, vec3 p, inout vec4 col)
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{
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vec3 v = ro + rd * t;
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@ -531,7 +537,7 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int
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if (refIndex[i].w < 0)
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{
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float d = 0.0;
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v = boxIntersect(pos, dir, i, d);
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v = boxIntersect(pos, dir, i, d, 3.0);
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w = max(d, 0.001);
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}
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else
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