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#define USE_DEFERRED_DIRECTIONAL_SHADOWS // Deferred shadows are always enabled for opaque objects |
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#endif |
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#include "../../Lighting/LightEvaluation.hlsl" |
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//----------------------------------------------------------------------------- |
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// Lighting structure for light accumulation |
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//----------------------------------------------------------------------------- |
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return intensity * bsdfData.transmittance; |
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} |
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#include "../../Lighting/LightEvaluation.hlsl" |
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//----------------------------------------------------------------------------- |
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// EvaluateBSDF_Directional |
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