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Small fixes

/Yibing-Project-2
Frédéric Vauchelles 7 年前
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a8900815
共有 2 个文件被更改,包括 4 次插入2 次删除
  1. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl

4
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs


++EditorGUI.indentLevel;
var isPrePass = material.GetFloat(kPrePrefractionPass) > 0.0;
if (refractionMode != null && !isPrePass)
if (refractionMode != null
// Refraction is not available for pre-refraction objects
&& !isPrePass)
{
m_MaterialEditor.ShaderProperty(refractionMode, Styles.refractionModeText);
var mode = (Lit.RefractionMode)refractionMode.floatValue;

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


}
// Map the roughness to the correct mip map level of the color pyramid
float mipLevel = PerceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness);
float mipLevel = PerceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness, uint(_GaussianPyramidColorMipSize.z));
diffuseLighting = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, s_trilinear_clamp_sampler, refractedBackPointSS, mipLevel).rgb;
// Beer-Lamber law for absorption

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