浏览代码

Use a trilinear sampler to filter across MIP levels

/main
GitHub 7 年前
当前提交
6ed08e25
共有 1 个文件被更改,包括 1 次插入1 次删除
  1. 2
      com.unity.render-pipelines.high-definition/HDRP/Lighting/Volumetrics/VolumeVoxelization.compute

2
com.unity.render-pipelines.high-definition/HDRP/Lighting/Volumetrics/VolumeVoxelization.compute


float lod = ComputeTextureLOD(VxUV * _VolumeMaskDimensions.z, VyUV * _VolumeMaskDimensions.z, VzUV * _VolumeMaskDimensions.z);
voxelCenterUV.z = clamp(voxelCenterUV.z, offset + clampBorder, offset + _VolumeMaskDimensions.x - clampBorder);
float maskValue = SAMPLE_TEXTURE3D_LOD(_VolumeMaskAtlas, s_linear_clamp_sampler, voxelCenterUV, lod).a;
float maskValue = SAMPLE_TEXTURE3D_LOD(_VolumeMaskAtlas, s_trilinear_clamp_sampler, voxelCenterUV, lod).a;
return maskValue;
}

正在加载...
取消
保存