提交 d6263b94 编写于 作者: W WestLangley

MeshStandardMaterial: ignore indirect diffuse from envMaps for now

上级 9d64683c
...@@ -96,28 +96,28 @@ geometry.viewDir = normalize( vViewPosition ); ...@@ -96,28 +96,28 @@ geometry.viewDir = normalize( vViewPosition );
vec3 indirectDiffuseIrradiance = getAmbientLightIrradiance( ambientLightColor ); vec3 indirectDiffuseIrradiance = getAmbientLightIrradiance( ambientLightColor );
#ifdef USE_LIGHTMAP #ifdef USE_LIGHTMAP
indirectDiffuseIrradiance += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity; // factor of PI should not be present; included here to prevent breakage indirectDiffuseIrradiance += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity; // factor of PI should not be present; included here to prevent breakage
#endif #endif
#if ( NUM_HEMI_LIGHTS > 0 ) #if ( NUM_HEMI_LIGHTS > 0 )
for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) { for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
indirectDiffuseIrradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry ); indirectDiffuseIrradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );
} }
#endif #endif
#if defined( USE_ENVMAP ) && defined( STANDARD ) #if defined( USE_ENVMAP ) && defined( STANDARD )
// TODO, replace 8 with the real maxMIPLevel // TODO, replace 8 with the real maxMIPLevel
indirectDiffuseIrradiance += getLightProbeIndirectIrradiance( /*lightProbe,*/ geometry, 8 ); //indirectDiffuseIrradiance += getLightProbeIndirectIrradiance( /*lightProbe,*/ geometry, 8 ); // comment out until seams are fixed
#endif #endif
Material_RE_IndirectDiffuseLight( indirectDiffuseIrradiance, geometry, material, reflectedLight ); Material_RE_IndirectDiffuseLight( indirectDiffuseIrradiance, geometry, material, reflectedLight );
......
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册