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Remove dependence on the NdotL for thickness evaluation for translucency

/main
Evgenii Golubev 6 年前
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11b4e529
共有 2 个文件被更改,包括 3 次插入1 次删除
  1. 1
      com.unity.render-pipelines.high-definition/CHANGELOG.md
  2. 3
      com.unity.render-pipelines.high-definition/HDRP/Lighting/LightEvaluation.hlsl

1
com.unity.render-pipelines.high-definition/CHANGELOG.md


### Changed
- Changed default reflection probe to be 256x256x6 and array size to be 64
- Removed dependence on the NdotL for thickness evaluation for translucency (based on artist's input)
## [3.2.0-preview]

3
com.unity.render-pipelines.high-definition/HDRP/Lighting/LightEvaluation.hlsl


// Our subsurface scattering models use the semi-infinite planar slab assumption.
// Therefore, we need to find the thickness along the normal.
float thicknessInUnits = (distFrontFaceToLight - distBackFaceToLight) * -NdotL;
// Warning: based on the artist's input, dependence on the NdotL has been disabled.
float thicknessInUnits = (distFrontFaceToLight - distBackFaceToLight) /* * -NdotL */;
float thicknessInMeters = thicknessInUnits * _WorldScales[bsdfData.diffusionProfile].x;
float thicknessInMillimeters = thicknessInMeters * MILLIMETERS_PER_METER;

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