VoxelGI fixed rendering outside of non-uniform bounds #112522
+30
−22
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Closes #62930
Before:
After:
What was the problem?
The GPU receives the VoxelGI transform in cell space for quicker tracing.
The bounds need to be in cell space, too, so the octree_size was passed.
That's incorrect, since for non-uniform bounds, it doesn't match the actual bounds in cell space.
Instead, we scale the bounds using the basis of the to_cell transform and pass that.
We still have to map back to world units, hence we need to pass the octree_size as well (one could also pass the cell size (1.0/octree_size) instead for further optimization)...
Conveniently, a vec3 already existed as padding in the VoxelGIData struct passed to the GPU, so I just turned that into the octree_size.