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Evgenii Golubev 8 年前
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共有 1 个文件被更改,包括 1 次插入1 次删除
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      Assets/ScriptableRenderLoop/ShaderLibrary/CommonLighting.hlsl

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Assets/ScriptableRenderLoop/ShaderLibrary/CommonLighting.hlsl


}
// Applies SmoothDistanceAttenuation() after transforming the attenuation ellipsoid into a sphere.
// If r = rsqrt(invSqRadius), then ellipsoid is defined s.t. r1 = r / invAspectRatio, r2 = r3 = r.
// If r = rsqrt(invSqRadius), then the ellipsoid is defined s.t. r1 = r / invAspectRatio, r2 = r3 = r.
// The transformation is performed along the major axis of the ellipsoid (corresponding to 'r1').
// Both the ellipsoid (e.i. 'axis') and 'unL' should be in the same coordinate system.
// 'unL' should be computed from the center of the ellipsoid.

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