diff --git a/data/shaders/common_structs.hlsl b/data/shaders/common_structs.hlsl index 983c79f2c..a1dd9d950 100644 --- a/data/shaders/common_structs.hlsl +++ b/data/shaders/common_structs.hlsl @@ -226,9 +226,9 @@ struct Light if (light_is_directional()) { float2 uv = direction_sphere_uv(-forward); - uint mip_level = 8; // sample higher mip to capture more light along that direction + uint mip_level = 5; // sample higher mip to capture more light along that direction color = tex_environment.SampleLevel(samplers[sampler_trilinear_clamp], uv, mip_level).rgb; - intensity = luminance(color) * 10.0f; + intensity = 1.0f; } // apply occlusion diff --git a/runtime/Rendering/Renderer.cpp b/runtime/Rendering/Renderer.cpp index a38a3d457..0d2aa430d 100644 --- a/runtime/Rendering/Renderer.cpp +++ b/runtime/Rendering/Renderer.cpp @@ -176,7 +176,7 @@ namespace Spartan // options m_options.clear(); SetOption(Renderer_Option::Hdr, swap_chain->IsHdr() ? 1.0f : 0.0f); // hdr is enabled by default if the swapchain is hdr - SetOption(Renderer_Option::Bloom, 0.05f); // non-zero values activate it and define the blend factor + SetOption(Renderer_Option::Bloom, 0.03f); // non-zero values activate it and define the blend factor SetOption(Renderer_Option::MotionBlur, 1.0f); SetOption(Renderer_Option::ScreenSpaceGlobalIllumination, 1.0f); SetOption(Renderer_Option::ScreenSpaceShadows, static_cast(Renderer_ScreenspaceShadow::Bend));