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/main
sebastienlagarde 6 年前
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713ecc63
共有 1 个文件被更改,包括 1 次插入0 次删除
  1. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/DeferredDirectionalShadow.compute

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/DeferredDirectionalShadow.compute


float raySampleDepth = startDepth + rayDepth * sampleStep;
// Depth buffer depth for this sample
float sampleDepth = SAMPLE_TEXTURE2D_LOD(_CameraDepthTexture, s_point_clamp_sampler, sampleUV, 0.0).x;
bool Hit = false;
float depthDiff = sampleDepth - raySampleDepth;

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