From a904583312e54a49528a6771e24189adcb5b6ace Mon Sep 17 00:00:00 2001 From: Jiaye Date: Thu, 14 May 2026 14:21:16 +0800 Subject: [PATCH] fix(ll): reduce sky dither noise under ll --- package/Shaders/Sky.hlsl | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/package/Shaders/Sky.hlsl b/package/Shaders/Sky.hlsl index 4af77637a2..a4c83b2f03 100644 --- a/package/Shaders/Sky.hlsl +++ b/package/Shaders/Sky.hlsl @@ -253,12 +253,13 @@ PS_OUTPUT main(PS_INPUT input) TexNoiseGradSampler.Sample(SampNoiseGradSampler, noiseGradUv).x * 0.03125 + -0.0078125; # ifdef TEX - float3 sunGlareColor = Color::Sky(input.Color.xyz) * baseColor.xyz; + float3 skyVertColor = ENABLE_LL ? (input.Color.xyz + noiseGrad) : input.Color.xyz; + float3 sunGlareColor = Color::Sky(skyVertColor) * baseColor.xyz; // Dither/noise term is the legacy sky path contribution for gradient smoothing. - psout.Color.xyz = (sunGlareColor + skyScale) + noiseGrad; + psout.Color.xyz = (sunGlareColor + skyScale) + (ENABLE_LL ? 0.0 : noiseGrad); psout.Color.w = baseColor.w * input.Color.w; # else - psout.Color.xyz = (skyScale + Color::Sky(input.Color.xyz)) + noiseGrad; + psout.Color.xyz = skyScale + Color::Sky(input.Color.xyz + noiseGrad); psout.Color.w = input.Color.w; # endif // TEX