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Revert the full horizon occlusion case

/Branch_Batching2
Evgenii Golubev 8 年前
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25a85c71
共有 1 个文件被更改,包括 5 次插入5 次删除
  1. 10
      Assets/ScriptableRenderPipeline/ShaderLibrary/AreaLighting.hlsl

10
Assets/ScriptableRenderPipeline/ShaderLibrary/AreaLighting.hlsl


float omega = acos(cosOmega);
float gamma = asin(sinGamma);
// if (omega < 0 || omega >= HALF_PI + sigma)
// {
// // Full horizon occlusion (case #4). It should be handled outside of this function.
// return 0;
// }
if (omega < 0 || omega >= HALF_PI + sigma)
{
// Full horizon occlusion (case #4).
return 0;
}
float e = sinSqSigma * cosOmega;

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