LightAttenuationTexture & LightAttenuationTextureSampler are returning garbage in 4.17.1
We're using custom shader for making shadows from movable directional light on a plane with unlit material. Here is the code:
Last engine's version where it works properly is custom dev-ar-kit branch. After release of 4.17 and 4.17.1 LightAttenuationTexture looks like garbaged data or some another texture from memory and depending on camera position.
Thank you :)
asked Aug 24 '17 at 06:55 AM in Rendering
LightAttenuationTexture is only bound when using the deferred or desktop forward renderer which explains why you're getting junk data.
There should be a way to lookup the CSM shadowmap data with the mobile renderer which should look a lot better than modulated. In MobileBasePassPixelShader.usf, something very similar to all the code in the block under "// Cascaded Shadow Map" should do what you want although you only want the MOVABLE_DIRECTIONAL_LIGHT path, the other case is for blending CSM with lightmaps.
answered Sep 07 '17 at 08:39 AM
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