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GitHub 7 年前
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4595e943
共有 1 个文件被更改,包括 4 次插入1 次删除
  1. 5
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataMeshModification.hlsl

5
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataMeshModification.hlsl


// For tessellation we want to process tessellation factor always from the point of view of the camera (to be consistent and avoid Z-fight).
// For the culling part however we want to use the current view (shadow view).
// Thus the following code play with both.
// TODO: the only reason I test the near plane here is that I am not sure that the product of other tessellation factors
// (such as screen-space/distance-based) results in the tessellation factor of 1 for the geometry behind the near plane.
// If that is the case (and, IMHO, it should be), we shouldn't have to test the near plane here.
bool3 frustumCullEdgesMainView = CullTriangleEdgesFrustum(p0, p1, p2, frustumEps, _FrustumPlanes, 5); // Do not test the far plane
#if defined(SHADERPASS) && (SHADERPASS != SHADERPASS_SHADOWS)

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