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-rw-r--r--doc/classes/Light3D.xml3
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp6
2 files changed, 5 insertions, 4 deletions
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml
index cd2f4eca18..52359b0ede 100644
--- a/doc/classes/Light3D.xml
+++ b/doc/classes/Light3D.xml
@@ -47,7 +47,8 @@
The light's strength multiplier (this is not a physical unit). For [OmniLight3D] and [SpotLight3D], changing this value will only change the light color's intensity, not the light's radius.
</member>
<member name="light_indirect_energy" type="float" setter="set_param" getter="get_param" default="1.0">
- Secondary multiplier used with indirect light (light bounces). Used with [VoxelGI].
+ Secondary multiplier used with indirect light (light bounces). Used with [VoxelGI] and SDFGI (see [member Environment.sdfgi_enabled]).
+ [b]Note:[/b] This property is ignored if [member light_energy] is equal to [code]0.0[/code], as the light won't be present at all in the GI shader.
</member>
<member name="light_negative" type="bool" setter="set_negative" getter="is_negative" default="false">
If [code]true[/code], the light's effect is reversed, darkening areas and casting bright shadows.
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
index 098e2a5c87..36943c5e5c 100644
--- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
@@ -1469,7 +1469,7 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re
lights[idx].color[1] = color.g;
lights[idx].color[2] = color.b;
lights[idx].type = RS::LIGHT_DIRECTIONAL;
- lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
+ lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
lights[idx].has_shadow = storage->light_has_shadow(li->light);
idx++;
@@ -1514,7 +1514,7 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re
lights[idx].color[1] = color.g;
lights[idx].color[2] = color.b;
lights[idx].type = storage->light_get_type(li->light);
- lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
+ lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
lights[idx].has_shadow = storage->light_has_shadow(li->light);
lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
@@ -1953,7 +1953,7 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32
lights[idx].color[0] = color.r;
lights[idx].color[1] = color.g;
lights[idx].color[2] = color.b;
- lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
+ lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
lights[idx].has_shadow = storage->light_has_shadow(li->light);
lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);