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/main
Evgenii Golubev 7 年前
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a3be44b0
共有 1 个文件被更改,包括 5 次插入4 次删除
  1. 9
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.compute

9
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.compute


uint2 quadCoord;
// The traversal order is such that the quad's X coordinate is monotonically increasing.
// The corner is always the near the block of the corresponding wavefront.
case 0:
case 0: // Bottom left
case 1:
case 1: // Bottom right
case 2:
case 2: // Top left
default: // 3
default: // Top right
quadCoord.x = min(quadIndex, halfCacheWidthInQuads - 1);
quadCoord.y = min(halfCacheWidthInQuads - 1, 2 * (halfCacheWidthInQuads - 1) - quadIndex);
break;

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