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float3 skyColor = ClampToFloat16Max(SAMPLE_TEXTURECUBE_LOD(_Cubemap, sampler_Cubemap, dir, 0).rgb * exp2(_SkyParam.x) * _SkyParam.y); |
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return float4(skyColor * (skyTexWeight * extinction) + scatter, 0.0); |
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// Apply extinction to the scene color when performing alpha-blending. |
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return float4(skyColor * (skyTexWeight * extinction) + scatter, extinction); |
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} |
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ENDHLSL |
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