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Force non-0 indirect lighting to avoid SSS artifacts

/RenderPassXR_Sandbox
Evgenii Golubev 8 年前
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7851fe34
共有 1 个文件被更改,包括 4 次插入0 次删除
  1. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Deferred.shader

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Deferred.shader


#ifdef OUTPUT_SPLIT_LIGHTING
outputs.specularLighting = float4(specularLighting, 1.0);
outputs.diffuseLighting = diffuseLighting;
#if defined(LIGHTLOOP_TILE_INDIRECT) || defined(LIGHTLOOP_TILE_ALL)
// Force non-0 indirect lighting to avoid SSS artifacts.
outputs.diffuseLighting.r = max(outputs.diffuseLighting.r, 0.000001);
#endif
#else
outputs.combinedLighting = float4(diffuseLighting + specularLighting, 1.0);
#endif

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