From 6f01e80a2e53d6415aa39f5494d22e21ca4a5524 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Tur=C3=A1nszki=20J=C3=A1nos?= Date: Tue, 14 Feb 2023 17:09:41 +0100 Subject: [PATCH] volumetric directional light dithering improvement --- WickedEngine/shaders/volumetricLight_DirectionalPS.hlsl | 2 +- WickedEngine/wiVersion.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/WickedEngine/shaders/volumetricLight_DirectionalPS.hlsl b/WickedEngine/shaders/volumetricLight_DirectionalPS.hlsl index 56a30677b..eed7d1ca0 100644 --- a/WickedEngine/shaders/volumetricLight_DirectionalPS.hlsl +++ b/WickedEngine/shaders/volumetricLight_DirectionalPS.hlsl @@ -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] diff --git a/WickedEngine/wiVersion.cpp b/WickedEngine/wiVersion.cpp index fd60fd618..510c0caed 100644 --- a/WickedEngine/wiVersion.cpp +++ b/WickedEngine/wiVersion.cpp @@ -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);