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4 changes: 2 additions & 2 deletions package/Shaders/AmbientCompositeCS.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -79,10 +79,10 @@ void SampleSSGI(uint2 pixCoord, float3 normalWS, out float ao, out float3 il)
float skylightingDiffuse = SphericalHarmonics::FuncProductIntegral(skylightingSH, SphericalHarmonics::EvaluateCosineLobe(skylightingNormal)) / Math::PI;
skylightingDiffuse = saturate(skylightingDiffuse);

skylightingDiffuse *= 1.0 + saturate(normalWS.z) * (1.0 - SharedData::skylightingSettings.MinDiffuseVisibility);

skylightingDiffuse = lerp(1.0, skylightingDiffuse, Skylighting::getFadeOutFactor(positionMS.xyz));

skylightingDiffuse *= 1.0 + saturate(normalWS.z) * (1.0 - SharedData::skylightingSettings.MinDiffuseVisibility);

skylightingDiffuse = Skylighting::mixDiffuse(SharedData::skylightingSettings, skylightingDiffuse);

visibility = skylightingDiffuse;
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2 changes: 1 addition & 1 deletion package/Shaders/Lighting.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -2461,7 +2461,7 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace
if (Permutation::ExtraShaderDescriptor & Permutation::ExtraFlags::IsTree) {
// Remove AO
float3 originalVertexColor = vertexColor;
vertexColor = vertexColor / vertexAO;
vertexColor = lerp(vertexColor, vertexColor / vertexAO, sqrt(vertexAO));
vertexColor = lerp(input.Color.xyz, vertexColor, skylightingFadeOutFactor);

// Apply AO to direct lighting only
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