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HDRenderPipeline: Update some type in comment

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sebastienlagarde 7 年前
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共有 1 个文件被更改,包括 7 次插入5 次删除
  1. 12
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs

12
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


using UnityEngine.Rendering;
using UnityEngine.Rendering;
using System.Collections.Generic;
using System;

float ComputeLinearDistanceFade(float distanceToCamera, float fadeDistance)
{
// Fade with distance calculation is just a linear fade from 90% of fade distance to fade distance. 90% arbitrarly chosen but should work well enough.
// Fade with distance calculation is just a linear fade from 90% of fade distance to fade distance. 90% arbitrarily chosen but should work well enough.
float distanceFadeNear = 0.9f * fadeDistance;
return 1.0f - Mathf.Clamp01((distanceToCamera - distanceFadeNear) / (fadeDistance - distanceFadeNear));
}

}
float oldSpecularGlobalDimmer = m_PassSettings.specularGlobalDimmer;
// Change some parameters in case of "special" rendering (can be preview, reflection, etc.
// Change some parameters in case of "special" rendering (can be preview, reflection, etc.)
// 1. Count the number of lights and sort all light by category, type and volume
// 1. Count the number of lights and sort all lights by category, type and volume - This is required for the fptl/cluster shader code
// If we reach maximum of lights available on screen, then we discard the light.
// Lights are processed in order, so we don't discards light based on their importance but based on their ordering in visible lights list.
int directionalLightcount = 0;
int punctualLightcount = 0;
int areaLightCount = 0;

// For now we will still apply the maximum of shadow here but we don't apply the sorting by priority + slot allocation yet
m_CurrentSunLight = null;
// 2. Go thought all lights, convert them to GPU format.
// 2. Go through all lights, convert them to GPU format.
// Create simultaneously data for culling (LigthVolumeData and rendering)
var worldToView = WorldToCamera(camera);

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