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Increased the default fov guard for now to handle seams for point lights.

/main
uygar 7 年前
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4bf6ce24
共有 1 个文件被更改,包括 1 次插入1 次删除
  1. 2
      ScriptableRenderPipeline/Core/CoreRP/Shadow/Shadow.cs

2
ScriptableRenderPipeline/Core/CoreRP/Shadow/Shadow.cs


// modify
Matrix4x4 vp, invvp;
if( sr.shadowType == GPUShadowType.Point )
vp = ShadowUtils.ExtractPointLightMatrix( lights[sr.index], key.faceIdx, 2.0f, out ce.current.view, out ce.current.proj, out invvp, out ce.current.lightDir, out ce.current.splitData );
vp = ShadowUtils.ExtractPointLightMatrix( lights[sr.index], key.faceIdx, 4.0f, out ce.current.view, out ce.current.proj, out invvp, out ce.current.lightDir, out ce.current.splitData );
else if( sr.shadowType == GPUShadowType.Spot )
vp = ShadowUtils.ExtractSpotLightMatrix( lights[sr.index], out ce.current.view, out ce.current.proj, out invvp, out ce.current.lightDir, out ce.current.splitData );
else if( sr.shadowType == GPUShadowType.Directional )

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