diff --git a/package/Shaders/AmbientCompositeCS.hlsl b/package/Shaders/AmbientCompositeCS.hlsl index 4c0d96d31b..122e623d91 100644 --- a/package/Shaders/AmbientCompositeCS.hlsl +++ b/package/Shaders/AmbientCompositeCS.hlsl @@ -93,8 +93,6 @@ void SampleSSGI(uint2 pixCoord, float3 normalWS, out float ao, out float3 il) 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; diff --git a/package/Shaders/Lighting.hlsl b/package/Shaders/Lighting.hlsl index db7aa7aad4..72a9b8b448 100644 --- a/package/Shaders/Lighting.hlsl +++ b/package/Shaders/Lighting.hlsl @@ -2761,9 +2761,7 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace : SV_IsFrontFace) skylightingDiffuse = Skylighting::mixDiffuse(SharedData::skylightingSettings, skylightingDiffuse); directionalAmbientColor = Color::GammaToLinear(directionalAmbientColor); - directionalAmbientColor *= skylightingDiffuse; - directionalAmbientColor *= 1.0 + saturate(worldNormal.z) * (1.0 - SharedData::skylightingSettings.MinDiffuseVisibility); directionalAmbientColor = Color::LinearToGamma(directionalAmbientColor); } # endif diff --git a/package/Shaders/RunGrass.hlsl b/package/Shaders/RunGrass.hlsl index 90ea9a69aa..5055dc8160 100644 --- a/package/Shaders/RunGrass.hlsl +++ b/package/Shaders/RunGrass.hlsl @@ -734,9 +734,7 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace : SV_IsFrontFace) skylightingDiffuse = Skylighting::mixDiffuse(SharedData::skylightingSettings, skylightingDiffuse); directionalAmbientColor = Color::GammaToLinear(directionalAmbientColor); - directionalAmbientColor *= skylightingDiffuse; - directionalAmbientColor *= 1.0 + saturate(normal.z) * (1.0 - SharedData::skylightingSettings.MinDiffuseVisibility); directionalAmbientColor = Color::LinearToGamma(directionalAmbientColor); } # endif // SKYLIGHTING @@ -925,10 +923,7 @@ PS_OUTPUT main(PS_INPUT input) skylightingDiffuse = Skylighting::mixDiffuse(SharedData::skylightingSettings, skylightingDiffuse); directionalAmbientColor = Color::GammaToLinear(directionalAmbientColor); - directionalAmbientColor *= skylightingDiffuse; - directionalAmbientColor *= 1.0 + saturate(normal.z) * (1.0 - SharedData::skylightingSettings.MinDiffuseVisibility); - directionalAmbientColor = Color::LinearToGamma(directionalAmbientColor); } # endif // SKYLIGHTING