Fix LightmapGI shading sometimes being unlit or black
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571cd0eb79
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@ -1277,9 +1277,10 @@ void fragment_shader(in SceneData scene_data) {
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} else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
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} else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
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bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
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bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
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uint ofs = instances.data[instance_index].gi_offset & 0xFFFF;
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uint ofs = instances.data[instance_index].gi_offset & 0xFFFF;
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uint slice = instances.data[instance_index].gi_offset >> 16;
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vec3 uvw;
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vec3 uvw;
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uvw.xy = uv2 * instances.data[instance_index].lightmap_uv_scale.zw + instances.data[instance_index].lightmap_uv_scale.xy;
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uvw.xy = uv2 * instances.data[instance_index].lightmap_uv_scale.zw + instances.data[instance_index].lightmap_uv_scale.xy;
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uvw.z = float((instances.data[instance_index].gi_offset >> 16) & 0xFFFF);
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uvw.z = float(slice);
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if (uses_sh) {
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if (uses_sh) {
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uvw.z *= 4.0; //SH textures use 4 times more data
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uvw.z *= 4.0; //SH textures use 4 times more data
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@ -1288,9 +1289,8 @@ void fragment_shader(in SceneData scene_data) {
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vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
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vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
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vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
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vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
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uint idx = instances.data[instance_index].gi_offset >> 20;
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vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal);
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vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
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float en = lightmaps.data[ofs].exposure_normalization;
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float en = lightmaps.data[idx].exposure_normalization;
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ambient_light += lm_light_l0 * 0.282095f * en;
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ambient_light += lm_light_l0 * 0.282095f * en;
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ambient_light += lm_light_l1n1 * 0.32573 * n.y * en;
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ambient_light += lm_light_l1n1 * 0.32573 * n.y * en;
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@ -1304,8 +1304,7 @@ void fragment_shader(in SceneData scene_data) {
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}
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}
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} else {
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} else {
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uint idx = instances.data[instance_index].gi_offset >> 20;
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ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization;
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ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization;
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}
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}
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}
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}
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#else
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#else
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@ -1121,11 +1121,10 @@ void main() {
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} else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
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} else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
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bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
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bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
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uint ofs = draw_call.gi_offset & 0xFFFF;
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uint ofs = draw_call.gi_offset & 0xFFFF;
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uint slice = draw_call.gi_offset >> 16;
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vec3 uvw;
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vec3 uvw;
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uvw.xy = uv2 * draw_call.lightmap_uv_scale.zw + draw_call.lightmap_uv_scale.xy;
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uvw.xy = uv2 * draw_call.lightmap_uv_scale.zw + draw_call.lightmap_uv_scale.xy;
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uvw.z = float((draw_call.gi_offset >> 16) & 0xFFFF);
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uvw.z = float(slice);
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uint idx = draw_call.gi_offset >> 20;
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if (uses_sh) {
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if (uses_sh) {
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uvw.z *= 4.0; //SH textures use 4 times more data
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uvw.z *= 4.0; //SH textures use 4 times more data
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@ -1134,8 +1133,8 @@ void main() {
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vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
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vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
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vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
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vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
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vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
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vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal);
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float exposure_normalization = lightmaps.data[idx].exposure_normalization;
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float exposure_normalization = lightmaps.data[ofs].exposure_normalization;
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ambient_light += lm_light_l0 * 0.282095f;
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ambient_light += lm_light_l0 * 0.282095f;
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ambient_light += lm_light_l1n1 * 0.32573 * n.y * exposure_normalization;
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ambient_light += lm_light_l1n1 * 0.32573 * n.y * exposure_normalization;
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@ -1149,7 +1148,7 @@ void main() {
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}
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}
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} else {
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} else {
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ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization;
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ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization;
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}
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}
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}
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}
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