Invert spotlight angle attenuation
Inverted the spotlight angle attenuation so a higher value results in a dimmer light, this makes it more consistent with the distance attenuation. Also changed the way spotlighs are computed in SDFGI and GIPorbes and GPU lightmapper, now it matches the falloff used in the scene rendering code.
This commit is contained in:
@ -54,8 +54,8 @@ class LightmapperRD : public Lightmapper {
|
||||
float size;
|
||||
float range;
|
||||
float attenuation;
|
||||
float spot_angle;
|
||||
float spot_attenuation;
|
||||
float cos_spot_angle;
|
||||
float inv_spot_attenuation;
|
||||
uint32_t static_bake;
|
||||
uint32_t pad[3];
|
||||
|
||||
|
||||
Reference in New Issue
Block a user