浏览代码

Merge pull request #605 from Unity-Technologies/Fix-issue-with-ambient-occlusoin-and-transparent

HDRenderPipeline: Fix issue with ambient occlusoin and transparent
/main
GitHub 7 年前
当前提交
5ed9240c
共有 1 个文件被更改,包括 5 次插入0 次删除
  1. 5
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl

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


// We store inverse AO so neutral is black. So either we sample inside or outside the texture it return 0 in case of neutral
// Ambient occlusion use for indirect lighting (reflection probe, baked diffuse lighting)
#ifndef _SURFACE_TYPE_TRANSPARENT
#else
float indirectAmbientOcclusion = 1.0;
float directAmbientOcclusion = 1.0;
#endif
// Add indirect diffuse + emissive (if any) - Ambient occlusion is multiply by emissive which is wrong but not a big deal
#if GTAO_MULTIBOUNCE_APPROX

正在加载...
取消
保存