Merge pull request #81951 from bitsawer/fix_lightmap_shader_indexing

Fix LightmapGI shading sometimes being unlit or black
This commit is contained in:
Rémi Verschelde 2023-09-20 18:55:17 +02:00
commit 3cce730975
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GPG Key ID: C3336907360768E1
2 changed files with 10 additions and 12 deletions

View File

@ -1277,9 +1277,10 @@ void fragment_shader(in SceneData scene_data) {
} else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
uint ofs = instances.data[instance_index].gi_offset & 0xFFFF;
uint slice = instances.data[instance_index].gi_offset >> 16;
vec3 uvw;
uvw.xy = uv2 * instances.data[instance_index].lightmap_uv_scale.zw + instances.data[instance_index].lightmap_uv_scale.xy;
uvw.z = float((instances.data[instance_index].gi_offset >> 16) & 0xFFFF);
uvw.z = float(slice);
if (uses_sh) {
uvw.z *= 4.0; //SH textures use 4 times more data
@ -1288,9 +1289,8 @@ void fragment_shader(in SceneData scene_data) {
vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
uint idx = instances.data[instance_index].gi_offset >> 20;
vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
float en = lightmaps.data[idx].exposure_normalization;
vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal);
float en = lightmaps.data[ofs].exposure_normalization;
ambient_light += lm_light_l0 * 0.282095f * en;
ambient_light += lm_light_l1n1 * 0.32573 * n.y * en;
@ -1304,8 +1304,7 @@ void fragment_shader(in SceneData scene_data) {
}
} else {
uint idx = instances.data[instance_index].gi_offset >> 20;
ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization;
ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization;
}
}
#else

View File

@ -1121,11 +1121,10 @@ void main() {
} else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
uint ofs = draw_call.gi_offset & 0xFFFF;
uint slice = draw_call.gi_offset >> 16;
vec3 uvw;
uvw.xy = uv2 * draw_call.lightmap_uv_scale.zw + draw_call.lightmap_uv_scale.xy;
uvw.z = float((draw_call.gi_offset >> 16) & 0xFFFF);
uint idx = draw_call.gi_offset >> 20;
uvw.z = float(slice);
if (uses_sh) {
uvw.z *= 4.0; //SH textures use 4 times more data
@ -1134,8 +1133,8 @@ void main() {
vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
float exposure_normalization = lightmaps.data[idx].exposure_normalization;
vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal);
float exposure_normalization = lightmaps.data[ofs].exposure_normalization;
ambient_light += lm_light_l0 * 0.282095f;
ambient_light += lm_light_l1n1 * 0.32573 * n.y * exposure_normalization;
@ -1149,7 +1148,7 @@ void main() {
}
} else {
ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization;
ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization;
}
}