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sbox-public/engine/Sandbox.Engine/Scene/Components/IndirectLighting
Sam Pavlovic 787e8b3399 Indirect Light Volume Fixes (#3920)
* Encode DDGI depth properly, use a proper cone instead of tightening the fibonacci and get radial depth correctly, this is the correct way to do this, remove DepthSharpness since we dont need it anymore, adjust contrast back to 1.0f since 2.0f is very opinionated

* Can specify if Indirect Light Probe is indoor or outdoor

* Get rid of these softening stuff for DDGI, the depth algorithm is correct, pass variance directly ( verify if will shit BC6H )

* Store Distance as uncompressed for now, we really need high precision for accurate variance

* Option for high quality bounces, do two passes to make sure that bottom-up rays are accurate, start doing calculation from ray from scene camera like Garry initially wanted if so

* shaders

* Readd DDGIVolume alias to not break prefab

* Accidentally sent wrong variance, corrected

* format
2026-01-28 14:47:34 +00:00
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