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Restauring volumetric lights post-process ratio to ratio/8

Julien Moreau-Mathis %!s(int64=8) %!d(string=hai) anos
pai
achega
701c670cab

+ 1 - 1
src/PostProcess/RenderPipeline/Pipelines/babylon.standardRenderingPipeline.ts

@@ -505,7 +505,7 @@
             var geometry = geometryRenderer.getGBuffer();
 
             // Base post-process
-            this.vlsPostProcess = new PostProcess("HDRVLS", "standard", ["shadowViewProjection", "cameraPosition", "sunDirection", "sunColor", "scatteringCoefficient", "scatteringPower", "depthValues"], ["shadowMapSampler", "positionSampler" ], ratio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLS");
+            this.vlsPostProcess = new PostProcess("HDRVLS", "standard", ["shadowViewProjection", "cameraPosition", "sunDirection", "sunColor", "scatteringCoefficient", "scatteringPower", "depthValues"], ["shadowMapSampler", "positionSampler" ], ratio / 8, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLS");
 
             var depthValues = Vector2.Zero();