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void FillVolumetricLightingBuffer(LightLoopContext context, uint featureFlags, |
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PositionInputs posInput, Ray ray) |
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{ |
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BakeLightingData unused; // Unused, so define once |
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BakeLightingData unused; // Unused, so define once |
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float z0 = 0, t0 = 0; // Start at the origin of the ray |
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float de = rcp(VBUFFER_SLICE_COUNT); // Log-encoded distance between slices |
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float z0 = _VBufferDepthEncodingParams.x; // Start integration from the near plane |
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float t0 = ray.ratioLenToZ * z0; |
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float de = rcp(VBUFFER_SLICE_COUNT); // Log-encoded distance between slices |
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float3 totalRadiance = 0; |
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float opticalDepth = 0; |
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