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Made casts explicit.

/Add-support-for-light-specular-color-tint
uygar 7 年前
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7212f008
共有 1 个文件被更改,包括 2 次插入2 次删除
  1. 4
      ScriptableRenderPipeline/Core/ShaderLibrary/Shadow/Resources/ShadowBlurMoments.compute

4
ScriptableRenderPipeline/Core/ShaderLibrary/Shadow/Resources/ShadowBlurMoments.compute


const int2 validSrc = (int2) (srcRect.xy + srcRect.zw - 1);
int2 srcIdx = ((int2) dispatchId.xy) - blurBorder.xx + (int2) srcRect.xy;
int2 ldsIdx = groupThreadId.xy;
int2 ldsIdx = (int2) groupThreadId.xy;
moment_t hblurredMoments[2];
[unroll]

}
// update LDS with horizontally blurred values
writeToShared( hblurredMoments[0], groupThreadId.xy, THREADS );
writeToShared( hblurredMoments[0], (int2) groupThreadId.xy, THREADS );
if( (groupThreadId.y + THREADS) < LDS_STRIDE )
writeToShared( hblurredMoments[1], int2( groupThreadId.x, groupThreadId.y + THREADS ), THREADS );

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