Add uniform for specifying the light probe

This commit is contained in:
dpjudas 2025-02-19 02:16:21 +01:00
commit aca088d601
4 changed files with 10 additions and 6 deletions

View file

@ -213,6 +213,7 @@ public:
mSurfaceUniforms.uFogDensity = 0.0f;
mSurfaceUniforms.uLightLevel = -1.0f;
mSurfaceUniforms.uDepthFadeThreshold = 0.0f;
mSurfaceUniforms.uLightProbeIndex = 0;
mSpecialEffect = EFF_NONE;
mLightIndex = -1;
mBoneIndexBase = -1;
@ -560,6 +561,11 @@ public:
mFogballIndex = index;
}
void SetLightProbeIndex(int index)
{
mSurfaceUniforms.uLightProbeIndex = index;
}
void SetRenderStyle(FRenderStyle rs)
{
mRenderStyle = rs;

View file

@ -45,7 +45,7 @@ struct SurfaceUniforms
float uAlphaThreshold;
int uTextureIndex;
float uDepthFadeThreshold;
float padding1;
int uLightProbeIndex;
FVector3 uActorCenter;
float padding2;
};