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Fix up mask texture calculation for scattering.

/main
Raymond Graham 6 年前
当前提交
2a5043cd
共有 1 个文件被更改,包括 3 次插入0 次删除
  1. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumeVoxelization.compute

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumeVoxelization.compute


float4 maskValue = SAMPLE_TEXTURE3D_LOD(_VolumeMaskAtlas, s_linear_clamp_sampler, voxelCenterUV, 0);
//Scattering is albedo * extinction
maskValue.rgb *= maskValue.a;
return maskValue;
}

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