ddgi fp16 black sky fix dx12

This commit is contained in:
Turánszki János
2025-06-13 13:11:59 +02:00
committed by GitHub
parent aa031bd595
commit 6866a7bab6
+1 -1
View File
@@ -391,7 +391,7 @@ inline void TiledLighting(inout Surface surface, inout Lighting lighting, uint f
SurfaceToLight surface_to_light;
surface_to_light.create(surface, surface.dominant_lightdir);
lighting.indirect.specular += max(0, BRDF_GetSpecular(surface, surface_to_light) * surface.dominant_lightcolor);
lighting.indirect.specular += max(0, BRDF_GetSpecular(surface, surface_to_light) * (float3)surface.dominant_lightcolor); // casting dominant_lightcolor to float3 fixes DDGI color overblown in DX12 when sky is black, I don't know why!
}
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