History

Switched to split sum model for ambient (as Unreal)

Olivier Prat committed 7 years ago

Commit b71a8f71 parent 57de55c13 files · +209 −49Browse files

Showing the changes to libraries/render-utils/src/RenderDeferredTask.cpp (1 of 13 files). Show all

Unified · Split

libraries/render-utils/src/RenderDeferredTask.cpp+2−0
@@ -471,6 +471,7 @@ void RenderTransparentDeferred::run(const RenderContextPointer& renderContext, c · 470 unmodified lines
471471
472472 // Setup lighting model for all items;
473473 batch.setUniformBuffer(ru::Buffer::LightModel, lightingModel->getParametersBuffer());
474+ batch.setResourceTexture(ru::Texture::AmbientFresnel, lightingModel->getAmbientFresnelLUT());
474475
475476 // Set the light
476477 deferredLightingEffect->setupKeyLightBatch(args, batch, *lightFrame);
@@ -536,6 +537,7 @@ void DrawStateSortDeferred::run(const RenderContextPointer& renderContext, const · 59 unmodified lines
536537
537538 // Setup lighting model for all items;
538539 batch.setUniformBuffer(ru::Buffer::LightModel, lightingModel->getParametersBuffer());
540+ batch.setResourceTexture(ru::Texture::AmbientFresnel, lightingModel->getAmbientFresnelLUT());
539541
540542 // From the lighting model define a global shapeKey ORED with individiual keys
541543 ShapeKey::Builder keyBuilder;