浏览代码

Add a TODO

/Yibing-Project-2
Evgenii Golubev 7 年前
当前提交
0e919cf3
共有 2 个文件被更改,包括 2 次插入0 次删除
  1. 1
      ScriptableRenderPipeline/Core/ShaderLibrary/VolumeRendering.hlsl
  2. 1
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/Volumetrics/Resources/VolumetricLighting.compute

1
ScriptableRenderPipeline/Core/ShaderLibrary/VolumeRendering.hlsl


float z1 = DecodeLogarithmicDepth(d1, VBufferDepthEncodingParams);
// The sampler will clamp to edge.
// TODO: adjust the texture coordinate and take a single HW trlinear sample.
float4 L0 = SAMPLE_TEXTURE3D_LOD(VBufferLighting, linearClampSampler, float3(uv, d0), 0);
float4 L1 = SAMPLE_TEXTURE3D_LOD(VBufferLighting, linearClampSampler, float3(uv, d1), 0);

1
ScriptableRenderPipeline/HDRenderPipeline/Lighting/Volumetrics/Resources/VolumetricLighting.compute


// We use hardware trilinear filtering.
// In theory, this is wrong, since the distance between slices is log-encoded.
// In practice, doing the right thing in a loop is simply too expensive.
// TODO: adjust the texture coordinate and take a single HW trlinear sample.
return SAMPLE_TEXTURE3D_LOD(VBufferLighting, trilinearSampler, float3(uv, d), 0);
}
else

正在加载...
取消
保存