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Add volumetric attenuation to box lights

/Yibing-Project-2
Evgenii Golubev 7 年前
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2c514fe2
共有 1 个文件被更改,包括 5 次插入4 次删除
  1. 9
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightEvaluation.hlsl

9
ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightEvaluation.hlsl


#endif
}
// Note: no volumetric attenuation along shadow rays for directional/box lights.
// Note: no volumetric attenuation along shadow rays for directional lights.
attenuation *= shadow;
[branch] if (lightData.cookieIndex >= 0)

}
#ifdef VOLUMETRIC_LIGHTING_ENABLED
// Note: no volumetric attenuation along shadow rays for directional/box lights.
[flatten] if (lightData.lightType != GPULIGHTTYPE_PROJECTOR_BOX)
[flatten] if (lightData.lightType == GPULIGHTTYPE_PROJECTOR_BOX)
shadow *= TransmittanceHomogeneousMedium(_GlobalFog_Extinction, dist);
float3 lightToSample = positionWS - lightData.positionWS;
dist = dot(-lightToSample, L);
shadow *= TransmittanceHomogeneousMedium(_GlobalFog_Extinction, dist);
#endif
attenuation *= shadow;

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