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Shadow Strength should always be computed.

/tag-1.1.4-preview
Felipe Lira 7 年前
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04b7f638
共有 1 个文件被更改,包括 0 次插入2 次删除
  1. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Shadows.hlsl

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Shadows.hlsl


attenuation = SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, shadowCoord.xyz);
#endif
#if SHADER_HINT_NICE_QUALITY
#endif
// Shadow coords that fall out of the light frustum volume must always return attenuation 1.0
return BEYOND_SHADOW_FAR(shadowCoord) ? 1.0 : attenuation;

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