浏览代码

Remove the redundant 'GGX' from function names

/main
Evgenii Golubev 8 年前
当前提交
94575da4
共有 2 个文件被更改,包括 14 次插入14 次删除
  1. 24
      Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/RuntimeFilterIBL.cs
  2. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/SkyManager.cs

24
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/RuntimeFilterIBL.cs


}
}
void FilterCubemapGgxCommon(ScriptableRenderContext context, int mipCount,
Texture source, RenderTexture target,
Mesh[] cubemapFaceMesh)
void FilterCubemapCommon(ScriptableRenderContext context,
Texture source, RenderTexture target, int mipCount,
Mesh[] cubemapFaceMesh)
{
// Solid angle associated with a texel of the cubemap.
float invOmegaP = (6.0f * source.width * source.width) / (4.0f * Mathf.PI);

}
// Filters MIP map levels (other than 0) with GGX using BRDF importance sampling.
public void FilterCubemapGgx(ScriptableRenderContext context, int mipCount,
Texture source, RenderTexture target,
Mesh[] cubemapFaceMesh)
public void FilterCubemap(ScriptableRenderContext context,
Texture source, RenderTexture target, int mipCount,
Mesh[] cubemapFaceMesh)
FilterCubemapGgxCommon(context, mipCount, source, target, cubemapFaceMesh);
FilterCubemapCommon(context, source, target, mipCount, cubemapFaceMesh);
public void FilterCubemapGgxMis(ScriptableRenderContext context, int mipCount,
Texture source, RenderTexture target,
RenderTexture conditionalCdf, RenderTexture marginalRowCdf,
Mesh[] cubemapFaceMesh)
public void FilterCubemapMIS(ScriptableRenderContext context,
Texture source, RenderTexture target, int mipCount,
RenderTexture conditionalCdf, RenderTexture marginalRowCdf,
Mesh[] cubemapFaceMesh)
{
// Bind the input cubemap.
m_BuildProbabilityTablesCS.SetTexture(m_ConditionalDensitiesKernel, "envMap", source);

m_GgxConvolveMaterial.SetTexture("_ConditionalDensities", conditionalCdf);
m_GgxConvolveMaterial.SetTexture("_MarginalRowDensities", marginalRowCdf);
FilterCubemapGgxCommon(context, mipCount, source, target, cubemapFaceMesh);
FilterCubemapCommon(context, source, target, mipCount, cubemapFaceMesh);
}
}
}

4
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/SkyManager.cs


if (m_useMIS)
{
m_iblFilterGgx.FilterCubemapGgxMis(renderContext, mipCount, input, target, m_SkyboxConditionalCdfRT, m_SkyboxMarginalRowCdfRT, m_CubemapFaceMesh);
m_iblFilterGgx.FilterCubemapMIS(renderContext, input, target, mipCount, m_SkyboxConditionalCdfRT, m_SkyboxMarginalRowCdfRT, m_CubemapFaceMesh);
m_iblFilterGgx.FilterCubemapGgx(renderContext, mipCount, input, target, m_CubemapFaceMesh);
m_iblFilterGgx.FilterCubemap(renderContext, input, target, mipCount, m_CubemapFaceMesh);
}
}
}

正在加载...
取消
保存