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GitHub 7 年前
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6b4f6de4
共有 1 个文件被更改,包括 2 次插入0 次删除
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      ScriptableRenderPipeline/HDRenderPipeline/Sky/ComputeGgxIblSampleData.compute

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/ComputeGgxIblSampleData.compute


{
// We switch to the Golden sequence instead of the Fibonacci sequence
// since the sample count is not guaranteed to be a Fibonacci number.
// TODO: might be interesting to try Mitchell's Poisson disk sampling algorithm.
// In our case, samples would not have disks associated with them, but rather solid angles.
float2 u = Golden2dSeq(i, sampleCount);
SampleGGXDir(u, V, k_identity3x3, roughness, localL, NdotL, NdotH, LdotH, true);

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