浏览代码

Fix deferredDirectional shadow + add line in changelog

/main
sebastienlagarde 7 年前
当前提交
2dc510de
共有 3 个文件被更改,包括 2 次插入1 次删除
  1. 1
      ScriptableRenderPipeline/HDRenderPipeline/CHANGELOG.md
  2. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/DeferredDirectionalShadow.compute
  3. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariables.hlsl

1
ScriptableRenderPipeline/HDRenderPipeline/CHANGELOG.md


### Changed, Removals and deprecations
- Remove Resource folder of PreIntegratedFGD and add the resource to RenderPipeline Asset
- Default number of planar reflection change from 4 to 2
- Rename _MainDepthTexture to _CameraDepthTexture
### Bug fixes
- Fix ConvertPhysicalLightIntensityToLightIntensity() function used when creating light from script to match HDLightEditor behavior

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/DeferredDirectionalShadow.compute


float raySampleDepth = startDepth + rayDepth * sampleStep;
// Depth buffer depth for this sample
float sampleDepth = LOAD_TEXTURE2D(_CameraDepthTexture, sampleUV).x;
bool Hit = false;
float depthDiff = sampleDepth - raySampleDepth;

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariables.hlsl


// ----------------------------------------------------------------------------
TEXTURE2D(_CameraDepthTexture);
SAMPLER(sampler_CameraDepthTexture);
// Main lightmap
TEXTURE2D(unity_Lightmap);

正在加载...
取消
保存