// Copyright Epic Games, Inc. All Rights Reserved. #include "../Common.ush" #include "../DeferredShadingCommon.ush" #include "../SceneTextureParameters.ush" Texture2D SkyLightTexture; SamplerState SkyLightTextureSampler; void CompositeSkyLightPS( in noperspective float4 OutUVAndScreenPos : TEXCOORD0, out float4 OutColor : SV_Target0 ) { const float2 UV = OutUVAndScreenPos.xy; FGBufferData GBufferData = GetGBufferDataFromSceneTextures(UV); float3 Albedo = GBufferData.StoredBaseColor - GBufferData.StoredBaseColor * GBufferData.Metallic; float4 SkyLight = SkyLightTexture.Sample(SkyLightTextureSampler, UV); // Apply albedo after denoising SkyLight.rgb *= Albedo; OutColor = SkyLight; }