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Evgenii Golubev 7 年前
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共有 1 个文件被更改,包括 2 次插入0 次删除
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      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumeVoxelization.compute

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumeVoxelization.compute


float z = z0 + halfDZ;
float3 voxelCenterWS = rayOriginWS + z * rayUnDirWS; // Works due to the length of of the dir
// TODO: define a function ComputeGlobalFogCoefficients(float3 voxelCenterWS),
// which allows procedural definition of extinction and scattering.
float3 voxelScattering = _GlobalScattering;
float voxelExtinction = _GlobalExtinction;

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