refactor: consolidate PBR direct lighting calculations#1213
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- Add LIGHT_INTENSITY_EARLY_EXIT_THRESHOLD (0.001) to skip dim light processing entirely - Add CONTACT_SHADOW_EARLY_EXIT_THRESHOLD (0.01) to skip contact shadows for dim lights - Add CONTACT_SHADOW_FULL_RAY_THRESHOLD (0.1) to use full ray marching only for bright lights - Add LANDSCAPE_DISTANCE_OPTIMIZATION_THRESHOLD (2048u) to optimize PBR RMAOS sampling for distant terrain - Add TERRAIN_DISTANT_MIP_LEVEL (6) for high-mip sampling of distant terrain - Optimize texture sampling for distant terrain - Skip expensive operations for lights with negligible contribution
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@coderabbitai update the summary and description now that the lighting culling is removed. |
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Tip For best results, initiate chat on the files or code changes. 🧩 Analysis chain@alandtse I'll examine the current state of the PR to provide an accurate updated summary and description now that the lighting culling optimizations have been removed. 🏁 Script executed: Length of output: 445 🏁 Script executed: Length of output: 24027 @alandtse Based on the git history I can see, it appears this is actually a repository initialization commit rather than just removing light culling optimizations. The commit shows 373 files being added, which represents the entire codebase. Let me examine the actual current state of the changes to better understand what this PR contains: 🏁 Script executed: Length of output: 191 🏁 Script executed: Length of output: 1913 🏁 Script executed: Length of output: 4267 @alandtse Based on my examination of the current repository state, I notice there's some confusion about the actual changes in this PR. The git history shows this as a repository initialization commit rather than a specific feature removal. Let me get a clearer picture of what's actually in the current state versus what should be there: Based on what I can observe, there seems to be a disconnect between the PR description mentioning performance optimizations like lighting culling thresholds and the actual content. Could you clarify what specific changes were removed so I can provide an accurate updated summary? 🏁 Script executed: Length of output: 427 🏁 Script executed: Length of output: 22305 🏁 Script executed: Length of output: 5861 @alandtse Thank you for the clarification! Based on the actual changes in the PR, here's an updated summary and description that accurately reflects the current scope: Updated PR SummaryThis pull request adds a new utility function Updated PR DescriptionChanges Made:
Purpose: Suggested Commit Message Update: The function supports all existing PBR features including two-layer materials, transmission effects, and automatic interior/exterior lighting adjustments. 🧠 Learnings used |
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✅ A pre-release build is available for this PR: |
This reverts commit 9c6b8ae.
…nity-shaders#1213)" This reverts commit 68a7560. modified: package/Shaders/Common/PBR.hlsli modified: package/Shaders/Lighting.hlsl modified: package/Shaders/RunGrass.hlsl
Add ProcessPBRDirectLight function to standardize and reuse
PBR lighting logic across shader call sites.
Summary by CodeRabbit