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Fix issue with wrong blend hierarchy used

/Add-support-for-light-specular-color-tint
sebastienlagarde 7 年前
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3f72173b
共有 1 个文件被更改,包括 2 次插入2 次删除
  1. 4
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl

4
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl


uint envLightIndex = i;
#endif
IndirectLighting lighting = EvaluateBSDF_Env( context, V, posInput, preLightData, _EnvLightDatas[envLightIndex], bsdfData, _EnvLightDatas[envLightIndex].envShapeType,
GPUIMAGEBASEDLIGHTINGTYPE_REFRACTION, reflectionHierarchyWeight);
GPUIMAGEBASEDLIGHTINGTYPE_REFRACTION, refractionHierarchyWeight);
AccumulateIndirectLighting(lighting, aggregateLighting);
}
}

// The sky is a single cubemap texture separate from the reflection probe texture array (different resolution and compression)
context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_SKY;
EnvLightData envLightSky = InitSkyEnvLightData(0); // The sky data are generated on the fly so the compiler can optimize the code
IndirectLighting lighting = EvaluateBSDF_Env(context, V, posInput, preLightData, envLightSky, bsdfData, ENVSHAPETYPE_SKY, GPUIMAGEBASEDLIGHTINGTYPE_REFRACTION, reflectionHierarchyWeight);
IndirectLighting lighting = EvaluateBSDF_Env(context, V, posInput, preLightData, envLightSky, bsdfData, ENVSHAPETYPE_SKY, GPUIMAGEBASEDLIGHTINGTYPE_REFRACTION, refractionHierarchyWeight);
AccumulateIndirectLighting(lighting, aggregateLighting);
}
}

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