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Evgenii Golubev 8 年前
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      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.hlsl

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Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.hlsl


// NOTE: If we follow the theory we should use the modified normal for the different calculation implying a normal (like NDotV) and use iblNormalWS
// into function like GetSpecularDominantDir(). However modified normal is just a hack. The goal is just to stretch a cubemap, no accuracy here.
// With this in mind and for performance reasons we chose to only use modified normal to calculate R.
// iblNdotV = GetShiftedNdotV(iblNormalWS, V), false);
}
GetPreIntegratedFGD(iblNdotV, bsdfData.perceptualRoughness, bsdfData.fresnel0, preLightData.specularFGD, preLightData.diffuseFGD);

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