volumetric directional light dithering improvement

This commit is contained in:
Turánszki János
2023-02-14 17:09:41 +01:00
parent 80c6d5d2e4
commit 6f01e80a2e
2 changed files with 2 additions and 2 deletions
@@ -32,7 +32,7 @@ float4 main(VertexToPixel input) : SV_TARGET
const float stepSize = length(P - rayEnd) / sampleCount;
// dither ray start to help with undersampling:
P = P + V * stepSize * dither(input.pos.xy);
P = P + V * min(stepSize * dither(input.pos.xy), 10); // limit dithering step to 10 to avoid very large dither on sky
// Perform ray marching to integrate light volume along view ray:
[loop]
+1 -1
View File
@@ -9,7 +9,7 @@ namespace wi::version
// minor features, major updates, breaking compatibility changes
const int minor = 71;
// minor bug fixes, alterations, refactors, updates
const int revision = 152;
const int revision = 153;
const std::string version_string = std::to_string(major) + "." + std::to_string(minor) + "." + std::to_string(revision);