vault backup: 2025-02-13 15:45:21
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@ -631,7 +631,7 @@ FLightAccumulator AccumulateDynamicLighting(
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BRANCH
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BRANCH
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if( Shadow.SurfaceShadow + Shadow.TransmissionShadow > 0 )
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if( Shadow.SurfaceShadow + Shadow.TransmissionShadow > 0 )
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{
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{
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const bool bNeedsSeparateSubsurfaceLightAccumulation = UseSubsurfaceProfile(GBuffer.ShadingModelID);
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const bool bNeedsSeparateSubsurfaceLightAccumulation = UseSubsurfaceProfile(GBuffer.ShadingModelID);//判断是否需要SubsurfaceProfile计算
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#if NON_DIRECTIONAL_DIRECT_LIGHTING
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#if NON_DIRECTIONAL_DIRECT_LIGHTING
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float Lighting;
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float Lighting;
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