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Sebastien Lagarde 7 年前
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共有 1 个文件被更改,包括 1 次插入1 次删除
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      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.hlsl

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ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.hlsl


// Therefore, we bitcast uint to float in C#, and bitcast back to uint in the shader.
uint _EnableSubsurfaceScattering; // Globally toggles subsurface and transmission scattering on/off
float _TexturingModeFlags; // 1 bit/profile; 0 = PreAndPostScatter, 1 = PostScatter
float _TransmissionFlags; // 2 bit/profile; 0 = inf. thick, 1 = thin, 2 = regular
float _TransmissionFlags; // 1 bit/profile; 0 = regular, 1 = thin
// Old SSS Model >>>
float4 _HalfRcpVariancesAndWeights[DIFFUSION_PROFILE_COUNT][2]; // 2x Gaussians in RGB, A is interpolation weights
// <<< Old SSS Model

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