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Fix LightmapGI shading sometimes being unlit or black #81951

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Sep 20, 2023
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Original file line number Diff line number Diff line change
Expand Up @@ -1277,9 +1277,10 @@ void fragment_shader(in SceneData scene_data) {
} else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
uint ofs = instances.data[instance_index].gi_offset & 0xFFFF;
uint slice = instances.data[instance_index].gi_offset >> 16;
vec3 uvw;
uvw.xy = uv2 * instances.data[instance_index].lightmap_uv_scale.zw + instances.data[instance_index].lightmap_uv_scale.xy;
uvw.z = float((instances.data[instance_index].gi_offset >> 16) & 0xFFFF);
uvw.z = float(slice);

if (uses_sh) {
uvw.z *= 4.0; //SH textures use 4 times more data
Expand All @@ -1288,9 +1289,8 @@ void fragment_shader(in SceneData scene_data) {
vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;

uint idx = instances.data[instance_index].gi_offset >> 20;
vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
float en = lightmaps.data[idx].exposure_normalization;
vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal);
float en = lightmaps.data[ofs].exposure_normalization;

ambient_light += lm_light_l0 * 0.282095f * en;
ambient_light += lm_light_l1n1 * 0.32573 * n.y * en;
Expand All @@ -1304,8 +1304,7 @@ void fragment_shader(in SceneData scene_data) {
}

} else {
uint idx = instances.data[instance_index].gi_offset >> 20;
ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization;
ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization;
}
}
#else
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Original file line number Diff line number Diff line change
Expand Up @@ -1121,11 +1121,10 @@ void main() {
} else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
uint ofs = draw_call.gi_offset & 0xFFFF;
uint slice = draw_call.gi_offset >> 16;
vec3 uvw;
uvw.xy = uv2 * draw_call.lightmap_uv_scale.zw + draw_call.lightmap_uv_scale.xy;
uvw.z = float((draw_call.gi_offset >> 16) & 0xFFFF);

uint idx = draw_call.gi_offset >> 20;
uvw.z = float(slice);

if (uses_sh) {
uvw.z *= 4.0; //SH textures use 4 times more data
Expand All @@ -1134,8 +1133,8 @@ void main() {
vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;

vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
float exposure_normalization = lightmaps.data[idx].exposure_normalization;
vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal);
float exposure_normalization = lightmaps.data[ofs].exposure_normalization;

ambient_light += lm_light_l0 * 0.282095f;
ambient_light += lm_light_l1n1 * 0.32573 * n.y * exposure_normalization;
Expand All @@ -1149,7 +1148,7 @@ void main() {
}

} else {
ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization;
ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization;
}
}

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