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Evgenii Golubev 8 年前
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共有 2 个文件被更改,包括 2 次插入1 次删除
  1. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Resources/Deferred.shader
  2. 2
      Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Resources/Deferred.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
// #pragma enable_d3d11_debug_symbols
#pragma vertex Vert
#pragma fragment Frag

2
Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl


return positionVS.xyz / positionVS.w;
}
// 'depthOffsetVS' is in the direction opposite to the view vector 'V', e.i. away from the camera.
// 'depthOffsetVS' is in the opposite direction of the view vector 'V', e.i. away from the camera.
void ApplyDepthOffsetPositionInput(float3 V, float depthOffsetVS, float4x4 viewProjMatrix, inout PositionInputs posInput)
{
posInput.depthVS += depthOffsetVS;

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