diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialEvaluation.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialEvaluation.hlsl index 2714f4e042f..bd94755d993 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialEvaluation.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialEvaluation.hlsl @@ -44,9 +44,9 @@ void AccumulateIndirectLighting(IndirectLighting src, inout AggregateLighting ds struct AmbientOcclusionFactor { real3 indirectAmbientOcclusion; - real directAmbientOcclusion; + real3 directAmbientOcclusion; real3 indirectSpecularOcclusion; - real directSpecularOcclusion; + real3 directSpecularOcclusion; }; // Get screen space ambient occlusion only: @@ -106,8 +106,8 @@ void GetScreenSpaceAmbientOcclusionMultibounce(float2 positionSS, float NdotV, f aoFactor.indirectSpecularOcclusion = GTAOMultiBounce(min(specularOcclusionFromData, indirectSpecularOcclusion), fresnel0); aoFactor.indirectAmbientOcclusion = GTAOMultiBounce(min(ambientOcclusionFromData, indirectAmbientOcclusion), diffuseColor); // Note: when affecting direct lighting we don't used the fake bounce. - aoFactor.directSpecularOcclusion = directSpecularOcclusion; - aoFactor.directAmbientOcclusion = directAmbientOcclusion; + aoFactor.directSpecularOcclusion = directSpecularOcclusion.xxx; + aoFactor.directAmbientOcclusion = directAmbientOcclusion.xxx; } void ApplyAmbientOcclusionFactor(AmbientOcclusionFactor aoFactor, inout BuiltinData builtinData, inout AggregateLighting lighting)