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Fix decal not rendered correctly

/main
Sebastien Lagarde 7 年前
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05575e19
共有 1 个文件被更改,包括 2 次插入5 次删除
  1. 7
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassDBuffer.hlsl

7
com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassDBuffer.hlsl


#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR)
float depth = LOAD_TEXTURE2D(_CameraDepthTexture, input.positionSS.xy).x;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
// Transform from world space to decal space (DS) to clip the decal.
// For this we must use absolute position.
// There is no lose of precision here as it doesn't involve the camera matrix
float3 positionWS = GetAbsolutePositionWS(posInput.positionWS);
float3 positionDS = TransformWorldToObject(positionWS);
// Transform from relative world space to decal space (DS) to clip the decal
float3 positionDS = TransformWorldToObject(posInput.positionWS);
positionDS = positionDS * float3(1.0, -1.0, 1.0) + float3(0.5, 0.0f, 0.5);
clip(positionDS); // clip negative value
clip(1.0 - positionDS); // Clip value above one

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