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sebastienlagarde 7 年前
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共有 1 个文件被更改,包括 0 次插入1 次删除
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      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl

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Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


// Evaluate Fresnel on the Clear Coat
F = F_Schlick(preLightData.coatFresnel0, LdotH);
// TODO: No need to call D (to see with LaurentB) + question on * NdotL
//specularLighting += F * D_GGX(NdotH, max(bsdfdata.MinRoughness, 0.01)) * NdotL;
specularLighting += F * D_GGX(NdotH, 0.01) * NdotL * bsdfData.coatCoverage;
// Change the Fresnel term to account for transmission through Clear Coat and reflection on the base layer

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