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Fixed wrong uvs

/stochastic_alpha_test
Frédéric Vauchelles 7 年前
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616439c9
共有 1 个文件被更改,包括 1 次插入1 次删除
  1. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


// Map the roughness to the correct mip map level of the color pyramid
float mipLevel = PerceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness, uint(_GaussianPyramidColorMipSize.z));
diffuseLighting = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, sampler_GaussianPyramidColorTexture, posInput.positionSS, mipLevel).rgb;
diffuseLighting = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, sampler_GaussianPyramidColorTexture, refractedBackPointSS, mipLevel).rgb;
// Beer-Lamber law for absorption
float3 transmittance = exp(-bsdfData.absorptionCoefficient * opticalDepth);

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