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2 changes: 2 additions & 0 deletions package/Shaders/AmbientCompositeCS.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -79,6 +79,8 @@ 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 = Skylighting::mixDiffuse(SharedData::skylightingSettings, skylightingDiffuse);
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16 changes: 7 additions & 9 deletions package/Shaders/Lighting.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -2288,7 +2288,6 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace
# endif

float3 directionalAmbientColor = max(0, mul(DirectionalAmbient, modelNormal));
float3 directionalAmbientColorDirect = 0;

# if defined(SKYLIGHTING)
float skylightingDiffuse = 1;
Expand All @@ -2301,15 +2300,12 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace

skylightingDiffuse = lerp(1.0, skylightingDiffuse, skylightingFadeOutFactor);

float skylightingBoost = 0.25 * skylightingDiffuse * saturate(worldSpaceNormal.z) * (1.0 - SharedData::skylightingSettings.MinDiffuseVisibility);

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

directionalAmbientColor = Color::GammaToLinear(directionalAmbientColor);
directionalAmbientColorDirect = directionalAmbientColor * skylightingBoost;
directionalAmbientColorDirect = Color::LinearToGamma(directionalAmbientColorDirect);

directionalAmbientColor *= skylightingDiffuse + skylightingBoost;
directionalAmbientColor *= skylightingDiffuse;
directionalAmbientColor *= 1.0 + saturate(worldSpaceNormal.z) * (1.0 - SharedData::skylightingSettings.MinDiffuseVisibility);
directionalAmbientColor = Color::LinearToGamma(directionalAmbientColor);
}
# endif
Expand All @@ -2322,7 +2318,6 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace

# if !defined(TRUE_PBR)
# if defined(DEFERRED) && defined(SSGI)
diffuseColor += directionalAmbientColorDirect;
# else
diffuseColor += directionalAmbientColor;
# endif
Expand Down Expand Up @@ -2465,12 +2460,17 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace

if (Permutation::ExtraShaderDescriptor & Permutation::ExtraFlags::IsTree) {
// Remove AO
float3 originalVertexColor = vertexColor;
vertexColor = vertexColor / vertexAO;
vertexColor = lerp(input.Color.xyz, vertexColor, skylightingFadeOutFactor);

// Apply AO to direct lighting only
float3 originalDiffuseColor = diffuseColor;
diffuseColor -= lightsDiffuseColor;
diffuseColor += lerp(lightsDiffuseColor, lightsDiffuseColor * vertexAO, skylightingFadeOutFactor);

vertexColor = lerp(vertexColor, originalVertexColor, SharedData::skylightingSettings.MinDiffuseVisibility);
diffuseColor = lerp(diffuseColor, originalDiffuseColor, SharedData::skylightingSettings.MinDiffuseVisibility);
}

// Brighten skylighting on vertex AO
Expand Down Expand Up @@ -2502,7 +2502,6 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace
# endif

# if defined(DEFERRED) && defined(SSGI)
color.xyz += indirectDiffuseLobeWeight * directionalAmbientColorDirect;
# else
color.xyz += indirectDiffuseLobeWeight * directionalAmbientColor;
# endif
Expand Down Expand Up @@ -2596,7 +2595,6 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace
# if defined(LOD_LAND_BLEND) && defined(TRUE_PBR)
{
# if defined(DEFERRED) && defined(SSGI)
lodLandDiffuseColor += directionalAmbientColorDirect;
# else
lodLandDiffuseColor += directionalAmbientColor;
# endif
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25 changes: 7 additions & 18 deletions package/Shaders/RunGrass.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -693,7 +693,6 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace
normal = normalize(float3(normal.xy, max(0, normal.z)));

float3 directionalAmbientColor = max(0, mul(SharedData::DirectionalAmbient, float4(normal, 1.0)));
float3 directionalAmbientColorDirect = 0;

# if defined(SKYLIGHTING)
if (!SharedData::InInterior) {
Expand All @@ -709,23 +708,18 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace
float skylightingDiffuse = SphericalHarmonics::FuncProductIntegral(skylightingSH, SphericalHarmonics::EvaluateCosineLobe(skylightingNormal)) / Math::PI;
skylightingDiffuse = saturate(skylightingDiffuse);

float skylightingBoost = 0.25 * skylightingDiffuse * saturate(normal.z) * (1.0 - SharedData::skylightingSettings.MinDiffuseVisibility);

skylightingDiffuse = lerp(1.0, skylightingDiffuse, skylightingFadeOutFactor);
skylightingDiffuse = Skylighting::mixDiffuse(SharedData::skylightingSettings, skylightingDiffuse);

directionalAmbientColor = Color::GammaToLinear(directionalAmbientColor);
directionalAmbientColorDirect = directionalAmbientColor * skylightingBoost;
directionalAmbientColorDirect = Color::LinearToGamma(directionalAmbientColorDirect);

directionalAmbientColor *= skylightingDiffuse + skylightingBoost;
directionalAmbientColor *= skylightingDiffuse;
directionalAmbientColor *= 1.0 + saturate(normal.z) * (1.0 - SharedData::skylightingSettings.MinDiffuseVisibility);
directionalAmbientColor = Color::LinearToGamma(directionalAmbientColor);
}
# endif // SKYLIGHTING

# if defined(SSGI)
diffuseColor += directionalAmbientColorDirect;
# else
# if !defined(SSGI)
diffuseColor += directionalAmbientColor;
# endif

Expand Down Expand Up @@ -875,7 +869,6 @@ PS_OUTPUT main(PS_INPUT input)
# endif

float3 directionalAmbientColor = max(0, mul(SharedData::DirectionalAmbient, float4(normal, 1.0)));
float3 directionalAmbientColorDirect = 0;

# if defined(SKYLIGHTING)
if (!SharedData::InInterior) {
Expand All @@ -891,23 +884,19 @@ PS_OUTPUT main(PS_INPUT input)
float skylightingDiffuse = SphericalHarmonics::FuncProductIntegral(skylightingSH, SphericalHarmonics::EvaluateCosineLobe(skylightingNormal)) / Math::PI;
skylightingDiffuse = saturate(skylightingDiffuse);

float skylightingBoost = 0.25 * skylightingDiffuse * saturate(normal.z) * (1.0 - SharedData::skylightingSettings.MinDiffuseVisibility);

skylightingDiffuse = lerp(1.0, skylightingDiffuse, skylightingFadeOutFactor);
skylightingDiffuse = Skylighting::mixDiffuse(SharedData::skylightingSettings, skylightingDiffuse);

directionalAmbientColor = Color::GammaToLinear(directionalAmbientColor);
directionalAmbientColorDirect = directionalAmbientColor * skylightingBoost;
directionalAmbientColorDirect = Color::LinearToGamma(directionalAmbientColorDirect);

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

directionalAmbientColor = Color::LinearToGamma(directionalAmbientColor);
}
# endif // SKYLIGHTING

# if defined(SSGI)
diffuseColor += directionalAmbientColorDirect;
# else
# if !defined(SSGI)
diffuseColor += directionalAmbientColor;
# endif

Expand Down