mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-18 19:54:36 +02:00
Added recast navmesh.
This commit is contained in:
@@ -5355,7 +5355,7 @@ void RayGen()
|
||||
}
|
||||
|
||||
float outputAo = isSkeletal ? lerp(ao, 1.0, 0.55) : ao;
|
||||
finalColor *= clamp(outputAo + 0.6, 0.0, 1.0);
|
||||
finalColor *= clamp(outputAo + 0.3, 0.0, 1.0);
|
||||
|
||||
// Volumetric light scattering is radiance in the camera ray, not surface
|
||||
// reflectance, so add it after surface albedo/specular composition. Because
|
||||
|
||||
@@ -1507,7 +1507,7 @@ struct GLState
|
||||
uint32_t frameGenerationMultiplier = 0;
|
||||
uint32_t pathTracingSamplesPerPixel = 1;
|
||||
uint32_t pathTracingFallbackSamplesPerPixel = 2;
|
||||
uint32_t pathTracingMaxBounces = 2;
|
||||
uint32_t pathTracingMaxBounces = 3;
|
||||
glScreenSpaceDecal_t screenSpaceDecals[QD3D12_MaxScreenSpaceDecals] = {};
|
||||
uint32_t screenSpaceDecalCount = 0;
|
||||
ComPtr<ID3D12Resource> screenSpaceDecalBuffer;
|
||||
|
||||
Reference in New Issue
Block a user