diff options
author | clayjohn <claynjohn@gmail.com> | 2022-07-31 16:20:24 -0700 |
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committer | clayjohn <claynjohn@gmail.com> | 2022-08-31 12:14:46 -0700 |
commit | 385ee5c70b110fc4e6a47c847428bfe3da89e18e (patch) | |
tree | 79a98b11b042372e99ed209f033dd721f5a74e14 /servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl | |
parent | 736632ee7ed00a3474448cfd227f696f82905ac7 (diff) | |
download | redot-engine-385ee5c70b110fc4e6a47c847428bfe3da89e18e.tar.gz |
Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.
In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl index c88bd0a14b..ae5e1b7251 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl @@ -94,7 +94,7 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 light += cone_weights[i] * cone_light.rgb; } - light *= voxel_gi_instances.data[index].dynamic_range; + light *= voxel_gi_instances.data[index].dynamic_range * voxel_gi_instances.data[index].exposure_normalization; out_diff += vec4(light * blend, blend); //irradiance @@ -102,7 +102,7 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 if (voxel_gi_instances.data[index].blend_ambient) { irr_light.rgb = mix(environment, irr_light.rgb, min(1.0, irr_light.a / 0.95)); } - irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range; + irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range * voxel_gi_instances.data[index].exposure_normalization; //irr_light=vec3(0.0); out_spec += vec4(irr_light.rgb * blend, blend); @@ -189,7 +189,7 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z; diffuse = textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb; - diffuse_accum += vec4(diffuse * weight, weight); + diffuse_accum += vec4(diffuse * weight * sdfgi.cascades[cascade].exposure_normalization, weight); if (use_specular) { vec3 specular = vec3(0.0); @@ -203,7 +203,7 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal specular = mix(specular, textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb, (roughness - 0.5) * 2.0); } - specular_accum += specular * weight; + specular_accum += specular * weight * sdfgi.cascades[cascade].exposure_normalization; } } |