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ssao use unlit_color instead of white (bevyengine#10117)
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# Objective

bevyengine#10105 changed the ssao input color from the material base color to
white. i can't actually see a difference in the example but there should
be one in some cases.

## Solution

change it back.
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robtfm authored and ameknite committed Nov 6, 2023
1 parent 95703cc commit 8d3d913
Showing 1 changed file with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion crates/bevy_pbr/src/render/pbr.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -124,7 +124,7 @@ fn fragment(
#endif
#ifdef SCREEN_SPACE_AMBIENT_OCCLUSION
let ssao = textureLoad(screen_space_ambient_occlusion_texture, vec2<i32>(in.position.xy), 0i).r;
let ssao_multibounce = gtao_multibounce(ssao, pbr_input.material.base_color.rgb);
let ssao_multibounce = gtao_multibounce(ssao, unlit_color.rgb);
occlusion = min(occlusion, ssao_multibounce);
#endif
pbr_input.occlusion = occlusion;
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