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Evgenii Golubev 7 年前
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202f48a8
共有 3 个文件被更改,包括 6 次插入5 次删除
  1. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightEvaluation.hlsl
  2. 9
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumeVoxelization.compute
  3. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.compute

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightEvaluation.hlsl


lightData.angleScale, lightData.angleOffset);
#if (SHADEROPTIONS_VOLUMETRIC_LIGHTING_PRESET != 0)
// TODO: sample the extinction from the density V-buffer.
float distVol = (lightData.lightType == GPULIGHTTYPE_PROJECTOR_BOX) ? distances.w : distances.x;
attenuation *= TransmittanceHomogeneousMedium(_GlobalExtinction, distVol);
#endif

9
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumeVoxelization.compute


#define VBUFFER_SLICE_COUNT 128
#endif
#define SOFT_VOXELIZATION
#define GROUP_SIZE_1D 8
#define GROUP_SIZE_1D 8
#define SOFT_VOXELIZATION 1 // Hack which attempts to determine the partial coverage of the voxel
//--------------------------------------------------------------------------------------------------
// Included headers

float3 voxelCenterBS = mul(voxelCenterWS - obb.center, transpose(obbFrame));
float3 voxelCenterUV = voxelCenterBS / obbExtents;
#ifdef SOFT_VOXELIZATION
#if SOFT_VOXELIZATION
// TODO: use v_cubeid_f32.
// TODO: use v_cubeid_f32.
uint axisIndex; float faceDist;
faceDist = abs(obbExtents.y - abs(voxelCenterBS.y));

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


// Sample the participating medium at 'tc' (or 'centerWS').
// We consider it to be constant along the interval [t0, t1] (within the voxel).
// TODO: piecewise linear.
// TODO: sample the accurate extinction values for lights.
float3 scattering = LOAD_TEXTURE3D(_VBufferDensity, voxelCoord).rgb;
float extinction = LOAD_TEXTURE3D(_VBufferDensity, voxelCoord).a;
float asymmetry = _GlobalAsymmetry;

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