// Copyright Epic Games, Inc. All Rights Reserved. #ifndef DIM_USE_TRANSMITTANCE_VOLUME #define DIM_USE_TRANSMITTANCE_VOLUME 0 #endif // DIM_USE_TRANSMITTANCE_VOLUME #define LIGHTING_CACHE_TRANSMITTANCE 0 #define LIGHTING_CACHE_INSCATTERING 1 uint3 LightingCacheResolution; float LightingCacheVoxelBias; Texture3D LightingCacheTexture; uint3 GetLightingCacheResolution() { return LightingCacheResolution; } float GetLightingCacheVoxelBias() { return LightingCacheVoxelBias; } float3 SampleLightingCache(float3 UVW, float MipLevel) { float3 Transmittance = Texture3DSampleLevel( LightingCacheTexture, View.SharedTrilinearClampedSampler, UVW, MipLevel).xyz; return Transmittance; }