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Update variable usage

/main
Evgenii Golubev 7 年前
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14c97d6d
共有 2 个文件被更改,包括 2 次插入2 次删除
  1. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/ScreenSpaceTracing.hlsl
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/ScreenSpaceTracing.hlsl


float LoadDepth(float2 positionSS, int level)
{
float pyramidDepth = LOAD_TEXTURE2D_LOD(_DepthPyramidTexture, int2(positionSS.xy) >> level, level).r;
float linearDepth = LinearEyeDepth(pyramidDepth, _ZBufferParams);
float linearDepth = LinearEyeDepth(pyramidDepth, _DepthBufferParam);
return linearDepth;
}

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl


float weight = weightNDC.x * weightNDC.y;
float hitDeviceDepth = LOAD_TEXTURE2D_LOD(_DepthPyramidTexture, hit.positionSS, 0).r;
float hitLinearDepth = LinearEyeDepth(hitDeviceDepth, _ZBufferParams);
float hitLinearDepth = LinearEyeDepth(hitDeviceDepth, _DepthBufferParam);
// Exit if texel is out of color buffer
// Or if the texel is from an object in front of the object

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