浏览代码

Merge remote-tracking branch 'origin/master' into HDRP_GraphicTests

/main
Remy 6 年前
当前提交
47d8fac6
共有 3 个文件被更改,包括 5 次插入8 次删除
  1. 7
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/VolumeRendering.hlsl
  2. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/GlobalLightLoopSettings.cs
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/Resources/VolumetricLighting.compute

7
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/VolumeRendering.hlsl


real x = 1 - exp(-extinction * intervalLength);
// Avoid division by 0.
real rcpExt = (extinction != 0) ? rcp(extinction) : 0;
weight = x * rcpExt;
offset = -log(1 - rndVal * x) * rcpExt;
weight = x * rcp(extinction);
offset = -log(1 - rndVal * x) * rcp(extinction);
}
// Implements equiangular light sampling.

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/GlobalLightLoopSettings.cs


public int pointCookieSize = 512;
public int cubeCookieTexArraySize = 16;
public int reflectionProbeCacheSize = 128;
public int planarReflectionProbeCacheSize = 128;
public int reflectionProbeCacheSize = 4;
public int planarReflectionProbeCacheSize = 1024;
public int reflectionCubemapSize = 128;
public int planarReflectionTextureSize = 128;
public bool reflectionCacheCompressed = false;

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/Resources/VolumetricLighting.compute


// We consider it to be constant along the interval [t0, t1] (within the voxel).
// TODO: piecewise linear.
float3 scattering = _GlobalFog_Scattering;
float extinction = _GlobalFog_Extinction;
float extinction = max(_GlobalFog_Extinction, FLT_MIN); // Avoid NaNs
float asymmetry = _GlobalFog_Asymmetry;
// TODO: define a function ComputeGlobalFogCoefficients(float3 centerWS),

正在加载...
取消
保存