浏览代码

Syntax fixes

/Yibing-Project-2
Frédéric Vauchelles 7 年前
当前提交
3e16250f
共有 1 个文件被更改,包括 3 次插入5 次删除
  1. 8
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl

8
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


}
IndirectLighting EvaluateBSDF_SSRefraction(LightLoopContext lightLoopContext,
float3 V, PositionInputs posInputs,
float3 V, PositionInputs posInput,
PreLightData preLightData, BSDFData bsdfData,
inout float hierarchyWeight)
{

// a. Get the corresponding color depending on the roughness from the gaussian pyramid of the color buffer
// b. Multiply by the transmittance for absorption (depends on the optical depth)
float3 refractedBackPointWS = EstimateRaycast(V, posInputs, preLightData.transmissionPositionWS, preLightData.transmissionRefractV);
float3 refractedBackPointWS = EstimateRaycast(V, posInput, preLightData.transmissionPositionWS, preLightData.transmissionRefractV);
// Calculate screen space coordinates of refracted point in back plane
float4 refractedBackPointCS = mul(_ViewProjMatrix, float4(refractedBackPointWS, 1.0));

// Exit if texel is out of color buffer
// Or if the texel is from an object in front of the object
if (refractedBackPointDepth < posInputs.depthVS
if (refractedBackPointDepth < posInput.depthVS
|| any(refractedBackPointSS < 0.0)
|| any(refractedBackPointSS > 1.0))
{

float3 R = preLightData.iblDirWS;
float3 coatR = preLightData.coatIblDirWS;
#if defined(HAS_REFRACTION)
#endif
// In Unity the cubemaps are capture with the localToWorld transform of the component.
// This mean that location and orientation matter. So after intersection of proxy volume we need to convert back to world.

正在加载...
取消
保存