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Rename preprocessor definitions

/RenderPassXR_Sandbox
Evgenii Golubev 7 年前
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02f3c36a
共有 1 个文件被更改,包括 6 次插入6 次删除
  1. 12
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader

12
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader


// <<< Old SSS Model
#define SSS_PASS 1
#define SSS_BILATERAL 1
#define SSS_CLAMP_BLEED 0
#define SSS_USE_TANGENT_PLANE 0
#define SSS_BILATERAL_FILTER 1
#define SSS_CLAMP_COLOR_BLEED 1
#define SSS_USE_TANGENT_PLANE 1
#define SSS_DEBUG 0
#define MILLIMETERS_PER_METER 1000

// Computes F(x)/P(x). Rescaling of the PDF is handled by 'totalWeight'.
float3 ComputeBilateralWeight(float r, float3 S, float rcpPdf)
{
#if SSS_CLAMP_BLEED
#if SSS_CLAMP_COLOR_BLEED
return saturate(KernelValCircle(r, S) * rcpPdf);
#else
return KernelValCircle(r, S) * rcpPdf;

float3 x = millimPerUnit * length(relPosVS + float3(0, 0, t));
float p = _FilterKernelsNearField[profileID][i][1];
#if SSS_BILATERAL
#if SSS_BILATERAL_FILTER
float3 w = ComputeBilateralWeight(x, shapeParam, p);
#else
float3 w = ComputeBilateralWeight(r, shapeParam, p);

[flatten]
if (any(sampleIrradiance))
{
#if SSS_BILATERAL
#if SSS_BILATERAL_FILTER
// Apply bilateral weighting.
// Ref #1: Skin Rendering by Pseudo–Separable Cross Bilateral Filtering.
// Ref #2: Separable SSS, Supplementary Materials, Section E.

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