浏览代码

Add a comment

/main
GitHub 6 年前
当前提交
15ec335a
共有 1 个文件被更改,包括 1 次插入0 次删除
  1. 1
      com.unity.render-pipelines.high-definition/HDRP/Lighting/Volumetrics/VBuffer.hlsl

1
com.unity.render-pipelines.high-definition/HDRP/Lighting/Volumetrics/VBuffer.hlsl


BiquadraticFilter(1 - fc, weights, offsets); // Inverse-translate the filter centered around 0.5
// Apply the viewport scale right at the end.
// TODO: perform per-sample (4, in this case) bilateral filtering, rather than per-pixel. This should reduce leaking.
// TODO: precompute (VBufferResolution.zw * VBufferUvScale).
result = (weights[0].x * weights[0].y) * SAMPLE_TEXTURE3D_LOD(VBuffer, clampSampler, float3(min((ic + float2(offsets[0].x, offsets[0].y)) * (VBufferResolution.zw * VBufferUvScale), VBufferUvLimit), w), 0) // Top left
+ (weights[1].x * weights[0].y) * SAMPLE_TEXTURE3D_LOD(VBuffer, clampSampler, float3(min((ic + float2(offsets[1].x, offsets[0].y)) * (VBufferResolution.zw * VBufferUvScale), VBufferUvLimit), w), 0) // Top right

正在加载...
取消
保存