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Evgenii Golubev 7 年前
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29a2ed24
共有 1 个文件被更改,包括 6 次插入3 次删除
  1. 9
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.compute

9
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.compute


float rcpPdf = _FilterKernels[profileID][i][iP];
float3 weight = ComputeBilateralWeight(xy2, relZ, mmPerUnit, shapeParam, rcpPdf);
// Note: if the texture sample if off-screen, (z = 0) -> (viewZ = far) -> (weight ≈ 0).
totalIrradiance += weight * irradiance;
totalWeight += weight;
}

int2 cacheAnchor = (int2)groupAnchor - TEXTURE_CACHE_BORDER;
uint2 cacheCoord = localCoord + TEXTURE_CACHE_BORDER;
float stencilRef = STENCILLIGHTINGUSAGE_SPLIT_LIGHTING;
bool isOffScreen = groupAnchor.x >= (uint)_ScreenSize.x ||
groupAnchor.y >= (uint)_ScreenSize.y;
[branch] if (isOffScreen) { return; }
[branch] if (groupThreadId == 0)
{

GroupMemoryBarrierWithGroupSync();
#endif
bool isOffScreen = pixelCoord.x >= (uint)_ScreenSize.x || pixelCoord.y >= (uint)_ScreenSize.y;
[branch] if (!passedStencilTest || isOffScreen) { return; }
[branch] if (!passedStencilTest) { return; }
PositionInputs posInput = GetPositionInput(pixelCoord, _ScreenSize.zw);

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