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Update TagLightingForSSS()

/main
Evgenii Golubev 7 年前
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74f8bb30
共有 1 个文件被更改,包括 3 次插入2 次删除
  1. 5
      ScriptableRenderPipeline/Core/ShaderLibrary/CommonMaterial.hlsl

5
ScriptableRenderPipeline/Core/ShaderLibrary/CommonMaterial.hlsl


// It can be accomplished by reading the stencil buffer.
// A faster solution (which avoids an extra texture fetch) is to simply make sure that
// all pixels which belong to an SSS material are not black (those that don't always are).
// We choose the blue color channel since it's perceptually the least noticeable.
subsurfaceLighting.r = max(subsurfaceLighting.r, HALF_MIN);
subsurfaceLighting.b = max(subsurfaceLighting.b, HALF_MIN);
return subsurfaceLighting;
}

return subsurfaceLighting.r > 0;
return subsurfaceLighting.b > 0;
}
// MACRO from Legacy Untiy

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