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Use the radius of the central sample in the shader

/RenderPassXR_Sandbox
Evgenii Golubev 7 年前
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5eba7930
共有 1 个文件被更改,包括 2 次插入1 次删除
  1. 3
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader

3
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader


useTangentPlane, tangentX, tangentY, mmPerUnit, pixelsPerMm, \
totalIrradiance, totalWeight) \
{ \
float centerRadius = kernel[profileID][0][0]; \
float3 centerWeight = KernelValCircle(0, shapeParam) * centerRcpPdf; \
float3 centerWeight = KernelValCircle(centerRadius, shapeParam) * centerRcpPdf; \
\
totalIrradiance = centerWeight * centerIrradiance; \
totalWeight = centerWeight; \

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