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| author | Rémi Verschelde <rverschelde@gmail.com> | 2023-09-20 18:55:17 +0200 |
|---|---|---|
| committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-09-20 18:55:17 +0200 |
| commit | 3cce7309750b0a397ef5479a6478d7a27d3610c6 (patch) | |
| tree | 7e00af705a9e0a16bd621794d8dfbdd236e13cf4 | |
| parent | 5fd8506e19ef5cdf82097ef67dfc615a225a7488 (diff) | |
| parent | dda8846deacc5d8f771d3bfbe755bd602c089492 (diff) | |
| download | redot-engine-3cce7309750b0a397ef5479a6478d7a27d3610c6.tar.gz | |
Merge pull request #81951 from bitsawer/fix_lightmap_shader_indexing
Fix LightmapGI shading sometimes being unlit or black
| -rw-r--r-- | servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl | 11 | ||||
| -rw-r--r-- | servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl | 11 |
2 files changed, 10 insertions, 12 deletions
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index cfba408fe1..2b8b8fa9d2 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -1277,9 +1277,10 @@ void fragment_shader(in SceneData scene_data) { } else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP); uint ofs = instances.data[instance_index].gi_offset & 0xFFFF; + uint slice = instances.data[instance_index].gi_offset >> 16; vec3 uvw; uvw.xy = uv2 * instances.data[instance_index].lightmap_uv_scale.zw + instances.data[instance_index].lightmap_uv_scale.xy; - uvw.z = float((instances.data[instance_index].gi_offset >> 16) & 0xFFFF); + uvw.z = float(slice); if (uses_sh) { uvw.z *= 4.0; //SH textures use 4 times more data @@ -1288,9 +1289,8 @@ void fragment_shader(in SceneData scene_data) { vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; - uint idx = instances.data[instance_index].gi_offset >> 20; - vec3 n = normalize(lightmaps.data[idx].normal_xform * normal); - float en = lightmaps.data[idx].exposure_normalization; + vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal); + float en = lightmaps.data[ofs].exposure_normalization; ambient_light += lm_light_l0 * 0.282095f * en; ambient_light += lm_light_l1n1 * 0.32573 * n.y * en; @@ -1304,8 +1304,7 @@ void fragment_shader(in SceneData scene_data) { } } else { - uint idx = instances.data[instance_index].gi_offset >> 20; - ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization; + ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization; } } #else diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl index cdf81bb6ec..7f6a9a50e5 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl @@ -1121,11 +1121,10 @@ void main() { } else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP); uint ofs = draw_call.gi_offset & 0xFFFF; + uint slice = draw_call.gi_offset >> 16; vec3 uvw; uvw.xy = uv2 * draw_call.lightmap_uv_scale.zw + draw_call.lightmap_uv_scale.xy; - uvw.z = float((draw_call.gi_offset >> 16) & 0xFFFF); - - uint idx = draw_call.gi_offset >> 20; + uvw.z = float(slice); if (uses_sh) { uvw.z *= 4.0; //SH textures use 4 times more data @@ -1134,8 +1133,8 @@ void main() { vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; - vec3 n = normalize(lightmaps.data[idx].normal_xform * normal); - float exposure_normalization = lightmaps.data[idx].exposure_normalization; + vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal); + float exposure_normalization = lightmaps.data[ofs].exposure_normalization; ambient_light += lm_light_l0 * 0.282095f; ambient_light += lm_light_l1n1 * 0.32573 * n.y * exposure_normalization; @@ -1149,7 +1148,7 @@ void main() { } } else { - ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization; + ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization; } } |
