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Fixed skylight show flag not working properly for stationary skylight.
#jira UE-116828 #rb Kevin.Ortegren #ushell-cherrypick of 16531585 by Sebastien.Hillaire #ROBOMERGE-SOURCE: CL 16533144 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559) [CL 16533149 by sebastien hillaire in ue5-release-engine-test branch]
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@@ -1680,7 +1680,11 @@ void FViewInfo::SetupUniformBufferParameters(
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{
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FSkyLightSceneProxy* SkyLight = Scene->SkyLight;
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ViewUniformShaderParameters.SkyLightColor = SkyLight->GetEffectiveLightColor();
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// Setup the sky color mulitpler, and use it to nullify the sky contribution in case SkyLighting is disabled.
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// Note: we cannot simply select the base pass shader permutation skylight=0 because we would need to trigger bScenesPrimitivesNeedStaticMeshElementUpdate.
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// However, this would need to be done per view (showflag is per view) and this is not possible today as it is selected within the scene.
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// So we simply nullify the sky light diffuse contribution. Reflection are handled by the indirect lighting render pass.
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ViewUniformShaderParameters.SkyLightColor = Family->EngineShowFlags.SkyLighting ? SkyLight->GetEffectiveLightColor() : FLinearColor::Black;
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bool bApplyPrecomputedBentNormalShadowing =
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SkyLight->bCastShadows
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