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/iridesence
sebastienlagarde 7 年前
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共有 1 个文件被更改,包括 1 次插入0 次删除
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      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl


}
// Special handling for anisotropy: When anisotropy is present in a tile, the whole tile will use anisotropy to avoid divergent evaluation of GGX that increase the cost
// Note that it mean that when we have the worse case, we always use Anisotropy and shader like deferred.shader are always the worst case (but only used for debugging)
if (HasMaterialFeatureFlag(featureFlags, MATERIALFEATUREFLAGS_LIT_ANISOTROPY))
{
float anisotropy;

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