浏览代码

Update comments

/main
Evgenii Golubev 8 年前
当前提交
4e6796fb
共有 2 个文件被更改,包括 2 次插入0 次删除
  1. 1
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl
  2. 1
      Assets/ScriptableRenderLoop/ShaderLibrary/AreaLighting.hlsl

1
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl


// Construct an orthonormal basis (local coordinate system) around N.
// TODO: it could be stored in PreLightData. All LTC lights compute it more than once!
// Also consider using 'bsdfData.tangentWS', 'bsdfData.bitangentWS', 'bsdfData.normalWS'.
float3x3 basis;
basis[0] = normalize(V - bsdfData.normalWS * preLightData.NdotV);
basis[1] = normalize(cross(bsdfData.normalWS, basis[0]));

1
Assets/ScriptableRenderLoop/ShaderLibrary/AreaLighting.hlsl


{
// Construct local orthonormal basis around N, aligned with N
// TODO: it could be stored in PreLightData. All LTC lights compute it more than once!
// Also consider using 'bsdfData.tangentWS', 'bsdfData.bitangentWS', 'bsdfData.normalWS'.
float3x3 basis;
basis[0] = normalize(V - N * NdotV);
basis[1] = normalize(cross(N, basis[0]));

正在加载...
取消
保存