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sebastienlagarde 7 年前
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7f925a28
共有 2 个文件被更改,包括 3 次插入1 次删除
  1. 1
      com.unity.render-pipelines.high-definition/HDRP/Lighting/LightEvaluation.hlsl
  2. 3
      com.unity.render-pipelines.high-definition/HDRP/Lighting/Volumetrics/VolumetricLighting.compute

1
com.unity.render-pipelines.high-definition/HDRP/Lighting/LightEvaluation.hlsl


#endif
// We test NdotL >= 0.0 to not sample the shadow map if it is not required.
// Note that volumetric use N of 0 so it still work
UNITY_BRANCH if (lightData.shadowIndex >= 0 && (dot(N, L) >= 0.0))
{
// TODO: make projector lights cast shadows.

3
com.unity.render-pipelines.high-definition/HDRP/Lighting/Volumetrics/VolumetricLighting.compute


float3 color; float attenuation;
light.contactShadowIndex = -1; // Disable shadow contact if any
// Note: We provide a normal of 0 here that work with the NdotL >= 0 test inside the EvaluateLight_Punctual call
EvaluateLight_Directional(context, posInput, light, unused, 0, L,
color, attenuation);

float3 color; float attenuation;
light.contactShadowIndex = -1; // Disable shadow contact if any
// Note: We provide a normal of 0 here that work with the NdotL >= 0 test inside the EvaluateLight_Punctual call
EvaluateLight_Punctual(context, posInput, light, unused,
0, L, lightToSample, distances,
color, attenuation);

float3 color; float attenuation;
light.contactShadowIndex = -1; // Disable shadow contact if any
// Note: We provide a normal of 0 here that work with the NdotL >= 0 test inside the EvaluateLight_Punctual call
EvaluateLight_Punctual( context, posInput, light, unused,
0, L, lightToSample, distances,
color, attenuation);

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