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float3 kScatteringWavelength = lerp ( |
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kDefaultScatteringWavelength-kVariableRangeForScatteringWavelength, |
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kDefaultScatteringWavelength+kVariableRangeForScatteringWavelength, |
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float3(1,1,1) - _SkyTint); // using Tint in sRGB gamma allows for more visually linear interpolation and to keep (.5) at (128, gray in sRGB) point |
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float3(1,1,1) - _SkyTint.xyz); // using Tint in sRGB gamma allows for more visually linear interpolation and to keep (.5) at (128, gray in sRGB) point |
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float3 kInvWavelength = 1.0 / float3(PositivePow(kScatteringWavelength.x, 4), PositivePow(kScatteringWavelength.y, 4), PositivePow(kScatteringWavelength.z, 4)); |
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float kKrESun = kRAYLEIGH * kSUN_BRIGHTNESS; |
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