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Use more efficient parameter clamping

/main
Evgenii Golubev 8 年前
当前提交
1de4ebd0
共有 3 个文件被更改,包括 5 次插入5 次删除
  1. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.shader
  2. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTessellation.shader
  3. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader

4
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.shader


[Enum(Standard, 0, Subsurface Scattering, 1, Clear Coat, 2)] _MaterialID("Material Class", Int) = 0
_SubsurfaceProfile("Subsurface Profile", Int) = 0
_SubsurfaceRadius("Subsurface Radius", Range(0.0, 1.0)) = 0.5
_SubsurfaceRadius("Subsurface Radius", Range(0.004, 1.0)) = 0.5
_Thickness("Thickness", Range(0.0, 1.0)) = 0.5
_Thickness("Thickness", Range(0.004, 1.0)) = 0.5
_ThicknessMap("Thickness Map", 2D) = "white" {}
//_CoatCoverage("CoatCoverage", Range(0.0, 1.0)) = 0

4
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTessellation.shader


[Enum(Standard, 0, Subsurface Scattering, 1, Clear Coat, 2)] _MaterialID("Material Class", Int) = 0
_SubsurfaceProfile("Subsurface Profile", Int) = 0
_SubsurfaceRadius("Subsurface Radius", Range(0.0, 1.0)) = 0.5
_SubsurfaceRadius("Subsurface Radius", Range(0.004, 1.0)) = 0.5
_Thickness("Thickness", Range(0.0, 1.0)) = 0.5
_Thickness("Thickness", Range(0.004, 1.0)) = 0.5
_ThicknessMap("Thickness Map", 2D) = "white" {}
//_CoatCoverage("CoatCoverage", Range(0.0, 1.0)) = 0

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader


float2 gBufferData = LOAD_TEXTURE2D(_GBufferTexture2, posInput.unPositionSS).ra;
int profileID = int(gBufferData.y * N_PROFILES);
float distScale = max(0.0001, gBufferData.x * 0.01);
float distScale = gBufferData.x * 0.01;
float invDistScale = rcp(distScale);
// Reconstruct the view-space position.

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