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mmikk 8 年前
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共有 2 个文件被更改,包括 2 次插入2 次删除
  1. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/LightingConvexHullUtils.hlsl
  2. 2
      Assets/ScriptableRenderLoop/fptl/LightingConvexHullUtils.hlsl

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/LightingConvexHullUtils.hlsl


#if 1
float3 maxZdir = float3(-sphCen.z*sphCen.x, -sphCen.z*sphCen.y, sphCen.x*sphCen.x + sphCen.y*sphCen.y); // cross(sphCen,cross(Zaxis,sphCen))
float len = length(maxZdir);
float scalarProj = len>0.0001 ? (maxZdir.z/len) : len; // since len>=(maxZdir.z/len) we can use len as an approximate value when len<=epsilon
float scalarProj = len>0.0001 ? (maxZdir.z/len) : len; // if len<=0.0001 then either |sphCen|<sphRadius or sphCen is very closely aligned with Z axis in which case little to no additional offs needed.
float offs = scalarProj*sphRadiusIn;
#else
float offs = sphRadiusIn; // more false positives due to larger radius but works too

2
Assets/ScriptableRenderLoop/fptl/LightingConvexHullUtils.hlsl


#if 1
float3 maxZdir = float3(-sphCen.z*sphCen.x, -sphCen.z*sphCen.y, sphCen.x*sphCen.x + sphCen.y*sphCen.y); // cross(sphCen,cross(Zaxis,sphCen))
float len = length(maxZdir);
float scalarProj = len>0.0001 ? (maxZdir.z/len) : len; // since len>=(maxZdir.z/len) we can use len as an approximate value when len<=epsilon
float scalarProj = len>0.0001 ? (maxZdir.z/len) : len; // if len<=0.0001 then either |sphCen|<sphRadius or sphCen is very closely aligned with Z axis in which case little to no additional offs needed.
float offs = scalarProj*sphRadiusIn;
#else
float offs = sphRadiusIn; // more false positives due to larger radius but works too

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