diff --git a/code/renderer/shaders/crp/vl_frustum_injection_nanovdb.hlsl b/code/renderer/shaders/crp/vl_frustum_injection_nanovdb.hlsl index bc54708..dced17d 100644 --- a/code/renderer/shaders/crp/vl_frustum_injection_nanovdb.hlsl +++ b/code/renderer/shaders/crp/vl_frustum_injection_nanovdb.hlsl @@ -343,7 +343,7 @@ void cs(uint3 id : SV_DispatchThreadID) float3 inScattered = lerp(extResult1.inScatteredLight, extResult2.inScatteredLight, t); materialTextureA[id] += float4(scatter.xxx, absorption); materialTextureC[id] += coverage; - scatterExtTexture[id] += float4(scatter * inScattered, 0); + scatterExtTexture[id] += float4(scatter * inScattered, extinction); } if(emResult1.sum > 0.0 || emResult2.sum > 0.0) @@ -384,7 +384,7 @@ void cs(uint3 id : SV_DispatchThreadID) float coverage = float(extResult.sampleCount) / float(extResult.maxSampleCount); materialTextureA[id] += float4(scatter.xxx, absorption); materialTextureC[id] += coverage; - scatterExtTexture[id] += float4(scatter * extResult.inScatteredLight, 0); + scatterExtTexture[id] += float4(scatter * extResult.inScatteredLight, extinction); } if(emResult.sum > 0.0)