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Clarify magic numbers used by LTC lights

/Branch_Batching2
Evgenii Golubev 8 年前
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9221cddf
共有 1 个文件被更改,包括 4 次插入2 次删除
  1. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


#define LTC_GGX_MATRIX_INDEX 0 // RGBA
#define LTC_DISNEY_DIFFUSE_MATRIX_INDEX 1 // RGBA
#define LTC_MULTI_GGX_FRESNEL_DISNEY_DIFFUSE_INDEX 2 // RGB, A unused
#define LTC_LUT_SIZE 64
#define LTC_LUT_SCALE ((LTC_LUT_SIZE - 1) * rcp(LTC_LUT_SIZE))
#define LTC_LUT_OFFSET (0.5 * rcp(LTC_LUT_SIZE))
// SSS parameters
#define SSS_N_PROFILES 8

// Area light specific
// UVs for sampling the LUTs
float theta = FastACos(preLightData.NdotV);
// Scale and bias for the current precomputed table - the constant use here are the one that have been use when the table in LtcData.DisneyDiffuse.cs and LtcData.GGX.cs was use
float2 uv = 0.0078125 + 0.984375 * float2(bsdfData.perceptualRoughness, theta * INV_HALF_PI);
float2 uv = LTC_LUT_OFFSET + LTC_LUT_SCALE * float2(bsdfData.perceptualRoughness, theta * INV_HALF_PI);
// Get the inverse LTC matrix for GGX
// Note we load the matrix transpose (avoid to have to transpose it in shader)

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